Please consider implementing screen space reflections, it would be an amazing addition to improve Three.js realistic factor.
I've found some good sample, tutorial about SSR:
https://github.com/Domenicobrz/WebGL2-Screen-space-reflections
https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
Related thread: https://github.com/mrdoob/three.js/issues/8248
Thanks for the references. I can't say that I'm a fan of SSR, but I'll consider adding it.
Just wanted to +1 the SSR request
Just wanted to +1 the SSR request
I've found an in-progress working implement for Three.js here: https://github.com/gkjohnson/threejs-sandbox/tree/master/screenSpaceReflectionsPass
The result is lacking blurring by roughness, but it does look very promising.
Maybe you could use it as a base to develop on?
Thanks, that implementation does look pretty good 馃憣 My current plan is to finish the SSAOEffect, improve the ToneMappingEffect and then start working on SSR.
@vanruesc Looking forward to!
+1 :D
I wrote my own and make a pr to three.js, but now just support OrthographicCamera, I'm trying to support PerspectiveCamera.
Demo Demo2

Just here to add my +1. I'm currently experimenting with this framework for the company that I work with, and SSR would be quite beneficial!
Hi! This will be super useful! is it currently under development?
See this comment for the current plans regarding SSR.
I haven't forgotten about it, but it's currently not a great time to use SSR with three. The point of SSR is to render reflections without having to render the scene multiple times. This is currently not possible because three doesn't support MRT yet. Even if we were to implement SSR right now, we'd still have to render the scene many times to gather the various textures that are required to render the effect. You'd be better off using a CubeCamera or a Reflector.
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Thanks, that implementation does look pretty good 馃憣 My current plan is to finish the
SSAOEffect, improve theToneMappingEffectand then start working on SSR.