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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.

Untitled.jpg.16615af4a5f8fb25af5f250efa9ec152.jpg

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