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Transparency / refraction + SSR + VXRT

Transparency / refraction + SSR + VXRT


It's pretty difficult to get everything working at one time! Here we have transparency finally playing nice with the ray-tracing effects. In the interest of getting this finished, I might skip having a second layer of ray tracing on the transparent surface and let that just use a cube map, as you see here.

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Yes, The red shows pixels where the refracted coordinate is in front of the surface, so the background directly behind that pixel will be shown instead.


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