![]() Leaving it off lets us use both sides of planes to refract so let’s keep it off.īlend Mode - Opaque, since the Refraction basically simulates transparency anyway. I prefer to turn the fading off entirely to get more mileage out of it.Ĭlamp - This just clamps the max brightness of reflected/refracted pixels, not really relevant here.īackface Culling doesn’t actually affect us, since SSR only supports 1 “layer” of refraction. off screen) they will be replaced with the world background color. We’re going to set it relatively high to prevent holes when doing heavy distortions.Įdge Fading - again, since this is a screen-space effect, if you attempt to distort pixels which aren’t visible (e.g. Thickness - without getting too complex, this is how much geometry in the scene is “Extruded” away from the camera (since it’s a screen-space effect, it doesn’t know what’s behind the first layer of geometry visible). Max Roughness is another optimization which disables Refraction for shaders above the roughness value - we’ll be using a roughness of 0 so this doesn’t apply here. ![]() Trace Precision affects the ray marching algorithm itself, usually you won’t notice a performance hit from setting it to 1. Render Settings: ¶Įnabling Refraction is necessary of course, Disabling Half Res Trace enables rendering the refraction pass at full resolution (by default it is rendered at half resolution and upscaled) and will slightly increase quality for a relatively small performance cost. SSR must be enabled in both the Scene render settings, as well as the shader itself. Setting up Screen-Space Refraction (Scene/Material) ¶ Setting up Screen-Space Refraction settings for a Scene and ShaderĬreating some utility node-groups to make working with the shader easier (reduce the amount of maths!)Ĭreating a couple of Sci-Fi glitch FX, and some basic distortion shaders to showcase some examples.Īs usual, it’s a good idea to enable the Node Wrangler addon! 2.3. ![]() ![]() Overview ¶ In this tutorial we’ll go through the process of: I won’t go too much into the specifics of how SSR is implemented in EEVEE, but there are some limitations related to that which it’s good to be aware of so I will cover it a little. Due to being wrapped up in a PBR shader node, it’s not super easy to work with, but with a bit of wrangling we can at least extract colour information, and add distortion in screen-space. Thankfully, EEVEE does have one post-process shader which we have some control over - Screen Space Refraction. “Filters” or “Post-Process FX”) can be used to add some awesome visual flare to scenes and animations, but blender (and EEVEE specifically) is generally lacking in this department, as the Compositor isn’t really designed for complex effects and of course isn’t viewable in realtime.īlender devs have talked about Viewport Compositing as a feature milestone for a while, but for now it’s not a high-priority task and isn’t even in the planning stages as of writing this (as far as I know). ![]()
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