Setting blurDispersionStrength to 0 and setting roughnessFactor will cause the reflection to skew in SSR

PG:

This is normal, this parameter is a fallback if you don’t want to use true blur and is a legacy of the old SSR implementation.

You should use small values when using it, but the best way is to set blurDispersionStrength > 0 and decrease the size of the blur texture if you want to gain performance.

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why can’t our step-starting point jitter be random jitter of central diffusion, but jitter in only one direction?

Centering the jitter in this case is better, indeed, here’s the PR:

Note that depending on the value you use for roughnessFactor, you may need to raise the selfCollisionNumSkip property to avoid self collisions.

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It’s cool!