well I coded this one based on naive method + binary search but I will improve it so raymarching steps are based on pixels not linear view-space steps.
yes i've read that, however i won't do the thickness thingy anytime soon, i have an idea how to do that but that requires a lot of rewriting and my idea for it is very similar to how i would do depth peeling so i'd rather do that but only in the far future
which implementation is this?
well I coded this one based on naive method + binary search but I will improve it so raymarching steps are based on pixels not linear view-space steps.
you seen this? - http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/
yes i've read that, however i won't do the thickness thingy anytime soon, i have an idea how to do that but that requires a lot of rewriting and my idea for it is very similar to how i would do depth peeling so i'd rather do that but only in the far future
ok cool. Looks great btw :)