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Compute Stochastic Screen Space Reflections

Compute Stochastic Screen Space Reflections for Unity post processing. Utilizing shared memory for performance. Should be mostly production ready, except for a few Hierarchical Z-depth casting artifacts.



  • Hierarchical Z-depth casting
  • Temporal reflection depth reprojection
  • Median Filtering for extra denoising
  • Reflection Color Mipmap Pyramid
  • Raycast and resolve pass downsampling
  • Frame reprojection for faking multiple bounces
  • Specular elongation
  • Contact hardening


  • Works only with deferred rendering
  • Compute shader capable video card
  • Unity Post Processing v2
  • Tested with Unity 2018.2


In a unity project go to your Packages folder. Open manifest.json and add into the dependencies the following line:

"com.simeonradivoev.stochastic-reflections": ""

It should look something like this:

    "dependencies": {
        "com.unity.ugui": "1.0.0",
        "com.unity.modules.ui": "1.0.0",
        "com.simeonradivoev.stochastic-reflections": "",


Just add a new effect in a post processing profile under Custom/Stochastic Screen Space Reflections For VR use the test branch called StereoRendering. It currently only supports multi pass rendering.



Real life usage


Before and After

Before After


Tested on a GTX 1070 at 1080p

  • Highest Quality, High Quality Blur

    • Raycasting: 1.4 ms
    • Blur: 0.73 ms
    • Temporal: 0.67 ms
    • Resolve: 0.55 ms
    • Total + Others: 4.15 ms
  • Raycast and Resolved downsampled, Low Quality Blur

    • Raycasting: 0.5 ms
    • Temporal: 0.19 ms
    • Resolve: 0.19 ms
    • Total + Others: 1.7 ms

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