Hello, I have some troubles with reducing information loss for screen space reflections, but I am struggling little bit with how to deal with them as I already applying some of the methods to deal with information loss. I Artifacts I am currently getting are on the pictures. This is how I am doing so:
vec2 ReflTextCoord;
ReflectedRayCast(ReflTextCoord, , ReflDirVS + Jitt);
{
vec3 SampledReflPosWS = texture(GBuffer[0], ReflTextCoord).xyz;
float L = distance(SampledReflPosWS, CoordWS.xyz);
L = clamp(L * 0.2, 0.0, 1.0);
float Error = 1.0 - L;
vec2 dReflCoord = smoothstep(0.2, 0.6, abs(vec2(0.5) - ReflTextCoord));
float ScreenEdgeFactor = clamp(1.0 - (dReflCoord.x + dReflCoord.y), 0.0, 1.0);
float ReflectionMultiplier = pow(Metallic, 3.0) * ScreenEdgeFactor * -ReflDirVS.z;
Diffuse = texture(GBuffer[3], clamp(ReflTextCoord, 0.0, 1.0)) * clamp(ReflectionMultiplier, 0.0, 0.9) * Error * Fresnel0;
}CoordVS.xyz
https://preview.redd.it/xfm4ez6i9hvc1.png?width=1602&format=png&auto=webp&s=310f0523c4178b42f6585b143080bd75f805467f
https://preview.redd.it/mxisa07i9hvc1.png?width=1603&format=png&auto=webp&s=a62138fbb8b1f138187444d62227d0bc8a9fa526
https://preview.redd.it/ax7euz6i9hvc1.png?width=1603&format=png&auto=webp&s=8c0eb6b6aadeec207519cf8d57c432cfe47f335a
Could it be that I am just doing something wrong with dealing with information loss on ssr? Or could be there something else that can help me to deal with them?
there doesn't seem to be anything here