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Custom water shader and SSR
We have a water shader that uses Forward rendering with a GrabPass for the refraction and transparency.
Now, with the new Cinematic Image Effects out, I wonder if it's possible to incorporate the SSR image effect into our water shader somehow.
I know that the SSR effect uses the Gbuffer's roughness texture for the effect.
My question is: Is it technically possible to achieve refraction + transparency (probably using GrabPass) while also rendering the normals and roughness of the water in a deferred pass?
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