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@@ -241,7 +241,9 @@ A few user-controlled parameters are available to better tweak the technique:
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- **Depth Tolerance** can be used for screen-space-ray hit tolerance to gaps. The bigger the value, the more gaps will be ignored.
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- **Roughness** will apply a screen-space blur to approximate roughness in objects with this material characteristic.
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-Keep in mind that screen-space-reflections only work for reflecting opaque geometry. Transparent objects can't be reflected.
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+Keep in mind that screen-space-reflections only work for reflecting opaque
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+geometry. Transparent materials won't be reflected, as they don't write to the depth buffer.
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+This also applies to shaders that use ``SCREEN_TEXTURE`` or ``DEPTH_TEXTURE``.
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Screen-Space Ambient Occlusion (SSAO)
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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