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SSR

SSR is a screen-space reflection effect that simulates the visual effect of smooth surfaces reflecting the surrounding objects' images in real-time. The reflection effect has the advantages of real-time rendering. When an object moves, the reflected objects in the image also move. And it can reflect precisely from each pixel. The disadvantage is that it cannot reflect the backside of an object, and objects outside the screen cannot reflect onto other objects.

ts
//Engine initialization
await Engine3D.init();

// Setting SSR parameters
Engine3D.setting.render.postProcessing.ssr.fadeEdgeRatio = 0.2;
Engine3D.setting.render.postProcessing.ssr.rayMarchRatio = 0.5;
Engine3D.setting.render.postProcessing.ssr.fadeDistanceMin = 600;
Engine3D.setting.render.postProcessing.ssr.fadeDistanceMax = 2000;
Engine3D.setting.render.postProcessing.ssr.roughnessThreshold = 0.5;
Engine3D.setting.render.postProcessing.ssr.powDotRN = 0.2;

// Add SSRPost
let postProcessing = this.scene.addComponent(PostProcessingComponent);
postProcessing.addPost(SSRPost);
//Start rendering
let view = new View3D();
view.scene = this.scene;
view.camera = this.camera;
Engine3D.startRenderView(view);

Engine3D.setting.render.postProcessing.ssr Configuration parameters:

ParameterTypeDescription
fadeEdgeRationumberGradient speed.
rayMarchRationumberLight step speed.
fadeDistanceMinnumberMinimum fading distance.
fadeDistanceMaxnumberMaximum fading distance.
roughnessThresholdnumberRoughness threshold.
powDotRNnumberpow parameter of normal and reflection dot product.

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<
ts
import { DirectLight, Engine3D, View3D, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, SSRPost, Time, CameraUtil, webGPUContext, PostProcessingComponent, BloomPost, AtmosphericComponent } from '@orillusion/core';
import * as dat from 'dat.gui';

class Sample_SSR {
    lightObj: Object3D;
    scene: Scene3D;
    mats: any[];

    constructor() {}

    async run() {
        Engine3D.setting.shadow.enable = true;
        await Engine3D.init({
            canvasConfig: {
                devicePixelRatio: 1
            },
            renderLoop: () => this.loop()
        });

        this.scene = new Scene3D();
        this.scene.addComponent(AtmosphericComponent).sunY = 0.6;

        let mainCamera = CameraUtil.createCamera3DObject(this.scene, 'camera');
        mainCamera.perspective(60, webGPUContext.aspect, 1, 2000.0);
        let ctrl = mainCamera.object3D.addComponent(HoverCameraController);
        ctrl.setCamera(180, -5, 60);
        await this.initScene(this.scene);

        let view = new View3D();
        view.scene = this.scene;
        view.camera = mainCamera;
        Engine3D.startRenderView(view);

        let postProcessing = this.scene.addComponent(PostProcessingComponent);
        postProcessing.addPost(SSRPost);
        postProcessing.addPost(BloomPost);
    }

    async initScene(scene: Scene3D) {
        /******** light *******/
        {
            this.lightObj = new Object3D();
            this.lightObj.rotationX = 15;
            this.lightObj.rotationY = 110;
            this.lightObj.rotationZ = 0;
            let lc = this.lightObj.addComponent(DirectLight);
            lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
            lc.castShadow = true;
            lc.intensity = 27;
            scene.addChild(this.lightObj);
        }

        // load test model
        let minimalObj = await Engine3D.res.loadGltf('https://cdn.orillusion.com/PBR/ToyCar/ToyCar.gltf');
        minimalObj.scaleX = minimalObj.scaleY = minimalObj.scaleZ = 1000;
        scene.addChild(minimalObj);

        await this.createPlane(scene);
        return true;
    }

    private sphere: Object3D;

    private async createPlane(scene: Scene3D) {
        let mat = new LitMaterial();
        mat.roughness = 0.2;
        mat.metallic = 0.5;

        {
            let floorMaterial = new LitMaterial();
            floorMaterial.roughness = 0.5;
            floorMaterial.metallic = 0.5;

            let planeGeometry = new PlaneGeometry(200, 200);
            let floor: Object3D = new Object3D();
            let mr = floor.addComponent(MeshRenderer);
            mr.material = floorMaterial;
            mr.geometry = planeGeometry;
            scene.addChild(floor);

            const GUIHelp = new dat.GUI();
            GUIHelp.add(floorMaterial, 'roughness', 0, 1, 0.01);
            GUIHelp.add(floorMaterial, 'metallic', 0, 1, 0.01);
        }

        {
            let sphereGeometry = new SphereGeometry(10, 50, 50);
            let obj: Object3D = new Object3D();
            let mr = obj.addComponent(MeshRenderer);
            mr.material = mat;
            mr.geometry = sphereGeometry;
            obj.x = 30;
            obj.y = 10;
            scene.addChild(obj);
            this.sphere = obj;
        }

        {
            let sphereGeometry = new SphereGeometry(2, 50, 50);
            for (let i = 0; i < 10; i += 2) {
                for (let j = 0; j < 10; j += 2) {
                    let rmMaterial = new LitMaterial();
                    rmMaterial.roughness = j / 10;
                    rmMaterial.metallic = i / 10;

                    let obj: Object3D = new Object3D();
                    let mr = obj.addComponent(MeshRenderer);
                    mr.material = rmMaterial;
                    mr.geometry = sphereGeometry;

                    obj.y = j * 5 + 10;
                    obj.x = 50;
                    obj.z = i * 5 - 25;
                    scene.addChild(obj);
                }
            }
        }
    }

    private loop(): void {
        if (this.sphere) {
            this.sphere.x = Math.sin(Time.time * 0.0001) * 30;
            this.sphere.z = Math.cos(Time.time * 0.0001) * 30;
        }
    }
}

new Sample_SSR().run();