pmndrs / pmndrs/postprocessing
Implement SSREffect
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- Dominant language
- JavaScript
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Description
Description
Implement an SSREffect.
Related: #190, #348
References:
- https://threejs.org/examples/?q=ssr#webgl_postprocessing_ssr
- https://github.com/Domenicobrz/WebGL2-Screen-space-reflections
- https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
- https://github.com/gkjohnson/threejs-sandbox/tree/master/screenSpaceReflectionsPass
- https://github.com/0beqz/realism-effects
Tasks
- Create
SSREffect. - Create
ssrdemo. - Add unit test.
Implementation Details
- Use G-Buffer components (depth, normals, ORM).
- Calculate world position based on depth.
- Use
<pp_depth_utils_pars_fragment>shader chunk.
- Use
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading related issues #190 and #348, then review the listed three.js and screen-space reflection references. The implementation must use depth, normals, and ORM G-Buffer components, calculate world position with the depth shader chunk, and include an SSREffect, an SSR demo, and a unit test.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript, three.js
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100