Gael Engine - Reflection Planes

Опубликовано: 23 Май 2026
на канале: BigRockDude123
530
9

During the last week, I've implemented a simple method for water rendering into the engine. The complete water rendering is done without any additional render-to-texture-method. So I does not have to render the reflection and the refraction part part with a full deferred pass into a separate texture.

The water is completely rendered as a post-scene-effect. The refraction is a simple frame buffer distortion. This is very cheap because all the data is already present from previous post-scene-effects or for further effects. The reflection is done in screen-space, too. It uses my previous implementation of Realtime Local Reflections. Because this technique has a lot of limitations, the reflection amount and quality is not very high. But it is sufficient for distorted reflections.