Screen Space Reflections Artifacts












2















When I implemented SSR I encountered the problem of artifacts. Below I present the code and screenshots.



Fragment SSR shader:



#version 330 core

uniform sampler2D normalMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform sampler2D positionMap; // in view space
uniform mat4 projection;
uniform vec3 skyColor = vec3(0.1, 0, 0.5);

in vec2 texCoord;

layout (location = 0) out vec4 fragColor;

const int binarySearchCount = 10;
const int rayMarchCount = 30;
const float step = 0.05;
const float LLimiter = 0.2;
const float minRayStep = 0.2;

vec3 getPosition(in vec2 texCoord) {
return texture(positionMap, texCoord).xyz;
}

vec2 binarySearch(inout vec3 dir, inout vec3 hitCoord, inout float dDepth) {
float depth;

vec4 projectedCoord;

for(int i = 0; i < binarySearchCount; i++) {
projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

depth = getPosition(projectedCoord.xy).z;

dDepth = hitCoord.z - depth;

dir *= 0.5;
if(dDepth > 0.0)
hitCoord += dir;
else
hitCoord -= dir;
}

projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

return vec2(projectedCoord.xy);
}

vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= step;

for (int i = 0; i < rayMarchCount; i++) {
hitCoord += dir;

vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

float depth = getPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;

if((dir.z - dDepth) < 1.2 && dDepth <= 0.0) return binarySearch(dir, hitCoord, dDepth);
}

return vec2(-1.0);
}

void main() {
float reflectionStrength = texture(reflectionStrengthMap, texCoord).r;

if (reflectionStrength == 0) {
fragColor = texture(colorMap, texCoord);
return;
}

vec3 normal = texture(normalMap, texCoord).xyz;
vec3 viewPos = getPosition(texCoord);

// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));

// Ray cast
vec3 hitPos = viewPos;
float dDepth;
vec2 coords = rayCast(reflected * max(-viewPos.z, minRayStep), hitPos, dDepth);

float L = length(getPosition(coords) - viewPos);
L = clamp(L * LLimiter, 0, 1);
float error = 1 - L;

vec3 color = texture(colorMap, coords.xy).rgb * error;

if (coords.xy != vec2(-1.0)) {
fragColor = mix(texture(colorMap, texCoord), vec4(color, 1.0), reflectionStrength);
return;
}

fragColor = mix(texture(colorMap, texCoord), vec4(skyColor, 1.0), reflectionStrength);
}


Result without blackout (without * error):
1



Result with blackout:
2



Note: blue is filled specifically to see artifacts



And one more question, what is the best way to add fresnel without harming scene?










share|improve this question























  • I did the fresnel as described here: standardabweichung.de/code/javascript/…. The question of artifacts remains open

    – congard
    Nov 27 '18 at 18:27
















2















When I implemented SSR I encountered the problem of artifacts. Below I present the code and screenshots.



Fragment SSR shader:



#version 330 core

uniform sampler2D normalMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform sampler2D positionMap; // in view space
uniform mat4 projection;
uniform vec3 skyColor = vec3(0.1, 0, 0.5);

in vec2 texCoord;

layout (location = 0) out vec4 fragColor;

const int binarySearchCount = 10;
const int rayMarchCount = 30;
const float step = 0.05;
const float LLimiter = 0.2;
const float minRayStep = 0.2;

vec3 getPosition(in vec2 texCoord) {
return texture(positionMap, texCoord).xyz;
}

vec2 binarySearch(inout vec3 dir, inout vec3 hitCoord, inout float dDepth) {
float depth;

vec4 projectedCoord;

for(int i = 0; i < binarySearchCount; i++) {
projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

depth = getPosition(projectedCoord.xy).z;

dDepth = hitCoord.z - depth;

dir *= 0.5;
if(dDepth > 0.0)
hitCoord += dir;
else
hitCoord -= dir;
}

projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

return vec2(projectedCoord.xy);
}

vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= step;

for (int i = 0; i < rayMarchCount; i++) {
hitCoord += dir;

vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

float depth = getPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;

if((dir.z - dDepth) < 1.2 && dDepth <= 0.0) return binarySearch(dir, hitCoord, dDepth);
}

return vec2(-1.0);
}

void main() {
float reflectionStrength = texture(reflectionStrengthMap, texCoord).r;

if (reflectionStrength == 0) {
fragColor = texture(colorMap, texCoord);
return;
}

vec3 normal = texture(normalMap, texCoord).xyz;
vec3 viewPos = getPosition(texCoord);

// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));

// Ray cast
vec3 hitPos = viewPos;
float dDepth;
vec2 coords = rayCast(reflected * max(-viewPos.z, minRayStep), hitPos, dDepth);

float L = length(getPosition(coords) - viewPos);
L = clamp(L * LLimiter, 0, 1);
float error = 1 - L;

vec3 color = texture(colorMap, coords.xy).rgb * error;

if (coords.xy != vec2(-1.0)) {
fragColor = mix(texture(colorMap, texCoord), vec4(color, 1.0), reflectionStrength);
return;
}

fragColor = mix(texture(colorMap, texCoord), vec4(skyColor, 1.0), reflectionStrength);
}


Result without blackout (without * error):
1



Result with blackout:
2



Note: blue is filled specifically to see artifacts



And one more question, what is the best way to add fresnel without harming scene?










share|improve this question























  • I did the fresnel as described here: standardabweichung.de/code/javascript/…. The question of artifacts remains open

    – congard
    Nov 27 '18 at 18:27














2












2








2


2






When I implemented SSR I encountered the problem of artifacts. Below I present the code and screenshots.



Fragment SSR shader:



#version 330 core

uniform sampler2D normalMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform sampler2D positionMap; // in view space
uniform mat4 projection;
uniform vec3 skyColor = vec3(0.1, 0, 0.5);

in vec2 texCoord;

layout (location = 0) out vec4 fragColor;

const int binarySearchCount = 10;
const int rayMarchCount = 30;
const float step = 0.05;
const float LLimiter = 0.2;
const float minRayStep = 0.2;

vec3 getPosition(in vec2 texCoord) {
return texture(positionMap, texCoord).xyz;
}

vec2 binarySearch(inout vec3 dir, inout vec3 hitCoord, inout float dDepth) {
float depth;

vec4 projectedCoord;

for(int i = 0; i < binarySearchCount; i++) {
projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

depth = getPosition(projectedCoord.xy).z;

dDepth = hitCoord.z - depth;

dir *= 0.5;
if(dDepth > 0.0)
hitCoord += dir;
else
hitCoord -= dir;
}

projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

return vec2(projectedCoord.xy);
}

vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= step;

for (int i = 0; i < rayMarchCount; i++) {
hitCoord += dir;

vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

float depth = getPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;

if((dir.z - dDepth) < 1.2 && dDepth <= 0.0) return binarySearch(dir, hitCoord, dDepth);
}

return vec2(-1.0);
}

void main() {
float reflectionStrength = texture(reflectionStrengthMap, texCoord).r;

if (reflectionStrength == 0) {
fragColor = texture(colorMap, texCoord);
return;
}

vec3 normal = texture(normalMap, texCoord).xyz;
vec3 viewPos = getPosition(texCoord);

// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));

// Ray cast
vec3 hitPos = viewPos;
float dDepth;
vec2 coords = rayCast(reflected * max(-viewPos.z, minRayStep), hitPos, dDepth);

float L = length(getPosition(coords) - viewPos);
L = clamp(L * LLimiter, 0, 1);
float error = 1 - L;

vec3 color = texture(colorMap, coords.xy).rgb * error;

if (coords.xy != vec2(-1.0)) {
fragColor = mix(texture(colorMap, texCoord), vec4(color, 1.0), reflectionStrength);
return;
}

fragColor = mix(texture(colorMap, texCoord), vec4(skyColor, 1.0), reflectionStrength);
}


Result without blackout (without * error):
1



Result with blackout:
2



Note: blue is filled specifically to see artifacts



And one more question, what is the best way to add fresnel without harming scene?










share|improve this question














When I implemented SSR I encountered the problem of artifacts. Below I present the code and screenshots.



Fragment SSR shader:



#version 330 core

uniform sampler2D normalMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform sampler2D positionMap; // in view space
uniform mat4 projection;
uniform vec3 skyColor = vec3(0.1, 0, 0.5);

in vec2 texCoord;

layout (location = 0) out vec4 fragColor;

const int binarySearchCount = 10;
const int rayMarchCount = 30;
const float step = 0.05;
const float LLimiter = 0.2;
const float minRayStep = 0.2;

vec3 getPosition(in vec2 texCoord) {
return texture(positionMap, texCoord).xyz;
}

vec2 binarySearch(inout vec3 dir, inout vec3 hitCoord, inout float dDepth) {
float depth;

vec4 projectedCoord;

for(int i = 0; i < binarySearchCount; i++) {
projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

depth = getPosition(projectedCoord.xy).z;

dDepth = hitCoord.z - depth;

dir *= 0.5;
if(dDepth > 0.0)
hitCoord += dir;
else
hitCoord -= dir;
}

projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

return vec2(projectedCoord.xy);
}

vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= step;

for (int i = 0; i < rayMarchCount; i++) {
hitCoord += dir;

vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;

float depth = getPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;

if((dir.z - dDepth) < 1.2 && dDepth <= 0.0) return binarySearch(dir, hitCoord, dDepth);
}

return vec2(-1.0);
}

void main() {
float reflectionStrength = texture(reflectionStrengthMap, texCoord).r;

if (reflectionStrength == 0) {
fragColor = texture(colorMap, texCoord);
return;
}

vec3 normal = texture(normalMap, texCoord).xyz;
vec3 viewPos = getPosition(texCoord);

// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));

// Ray cast
vec3 hitPos = viewPos;
float dDepth;
vec2 coords = rayCast(reflected * max(-viewPos.z, minRayStep), hitPos, dDepth);

float L = length(getPosition(coords) - viewPos);
L = clamp(L * LLimiter, 0, 1);
float error = 1 - L;

vec3 color = texture(colorMap, coords.xy).rgb * error;

if (coords.xy != vec2(-1.0)) {
fragColor = mix(texture(colorMap, texCoord), vec4(color, 1.0), reflectionStrength);
return;
}

fragColor = mix(texture(colorMap, texCoord), vec4(skyColor, 1.0), reflectionStrength);
}


Result without blackout (without * error):
1



Result with blackout:
2



Note: blue is filled specifically to see artifacts



And one more question, what is the best way to add fresnel without harming scene?







opengl glsl raytracing raycasting post-processing






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 24 '18 at 11:17









congardcongard

3841212




3841212













  • I did the fresnel as described here: standardabweichung.de/code/javascript/…. The question of artifacts remains open

    – congard
    Nov 27 '18 at 18:27



















  • I did the fresnel as described here: standardabweichung.de/code/javascript/…. The question of artifacts remains open

    – congard
    Nov 27 '18 at 18:27

















I did the fresnel as described here: standardabweichung.de/code/javascript/…. The question of artifacts remains open

– congard
Nov 27 '18 at 18:27





I did the fresnel as described here: standardabweichung.de/code/javascript/…. The question of artifacts remains open

– congard
Nov 27 '18 at 18:27












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