Ray Tracing possible with reshade ?
- hardsleaz
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- ChrisXPZ
On top of that, to make ray tracing work you would basically have to code your own 3D engine in reshade (which it's obviously not designed for) that converts the entire depth buffer back into geometry and then simulate at least twice as much geometry as you have pixels on your screen using physics to shoot a ray from every pixel and likely more than that so you can get more samples, even if you lowered the resolution of the rays.
You would also not be able to get the surface's texture information as in how glossy, rough, reflective, transparent which is vital to knowing where to send the ray, though I suppose you could just do everything the same and give it a sort of Toy Story look.
So yes, technically possible with some major problems and probably years of work, but I don't think your computer will run it very well
(note I don't know how to code shaders, I'm just speaking from the knowledge and experience I have)
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- Marty McFly
Following virtual positions and checking reconstructed view positions against that is surely possible (screen-space raytracing). My work in progress screenspace reflections shader does that and I wrote an AO shader that does that as well - all on ReShade:
Then, creating a virtual scene like on shadertoy and creating a custom ray tracer, also possible. But "real" raytracing (what you refer to) requires the entire scene and access to more than just color and depth buffer. Most of it isn't even done in shaders.
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- aaronth07
Ray tracing using the new technologies (Nvidia RTX, Microsoft's DXR), no. But this term is encorporating a LOT of applications.
Following virtual positions and checking reconstructed view positions against that is surely possible (screen-space raytracing). My work in progress screenspace reflections shader does that and I wrote an AO shader that does that as well - all on ReShade:
Warning: Spoiler! [ Click to expand ]
Then, creating a virtual scene like on shadertoy and creating a custom ray tracer, also possible. But "real" raytracing (what you refer to) requires the entire scene and access to more than just color and depth buffer. Most of it isn't even done in shaders.
That's amazing! I was wondering if anything every came from this?
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- Marty McFly
I'm working in a different direction atm to transition MXAO to some more physically correct approach, that should yield slightly worse results than this at much better performance.
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- aaronth07
If you are no longer working on the RTX shader, would you be willing to share your code? I would love to test it, and play around with it to see if I could get some results.
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