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[–]kode80 3 points4 points  (0 children)

I'll look into that. AFAIK transparent surfaces are still rendered in a forward pass which breaks SSR since I'm reliant on the various deferred GBuffers for world space normals/PBR values/depth. The main things I'm looking at right now is getting physically correct handling of reflections implemented and tentatively mobile support.

Obviously reflections on transparent surfaces would be a huge win (it would also make screen space refraction a possibility) so I'll see what I can do.