Devlog #6
Improved reflections and rendering
I added screen-space reflections by using ray marching in a compute shader and falling back to environment probes when off-screen. Now reflections look more realistic and metal materials can reflect too, not just glass like before.
Now the asset loader also reads normals, metallicness, and roughness from models so everything looks better.
I’m still only creating probes for transparent objects, I probably should start calculating good positions for them based on the environment since every object could reflect now.
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