Navigation

Water screen-space reflections

The water proposal added screen-space reflections through three's SSRNode near the camera, so a shore's trees and a landmark would show in the water, on top of the sky's colours it always reflects.

Why deferred: The game's water reads as bright, clear and glinting, which the sky's reflection, the foam and the stepped glints already draw. A reflection pass costs a full-screen ray march and a normal target, and the proposal never let the look depend on it.

Revisit when: a region's reference shows landmarks mirrored in still water as part of its look, as a calm harbour or a lake at dusk does, and the high tier has budget left.

Command palette

Keyboard shortcuts