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screen-space-reflections
Advanced tools
Implements performant Screen Space Reflections in three.js.
react-three-fiber demos:
If you are using react-three-fiber, you can also use the SSR
component from react-postprocessing. Check out the react-three-fiber demos to see how it's used there.
Install the package first:
npm i screen-space-reflections
Then add it to your code like so:
import { SSREffect } from "screen-space-reflections"
const composer = new POSTPROCESSING.EffectComposer(renderer)
const ssrEffect = new SSREffect(scene, camera, options?)
const ssrPass = new POSTPROCESSING.EffectPass(camera, ssrEffect)
composer.addPass(ssrPass)
const options = {
temporalResolve: true,
temporalResolveMix: 0.9,
temporalResolveCorrectionMix: 1,
maxSamples: 256,
resolutionScale: 1,
width: typeof window !== "undefined" ? window.innerWidth : 2000,
height: typeof window !== "undefined" ? window.innerHeight : 1000,
ENABLE_BLUR: false,
blurMix: 0.5,
blurKernelSize: 8,
blurSharpness: 0.5,
rayStep: 0.1,
intensity: 1,
maxRoughness: 0.1,
ENABLE_JITTERING: false,
jitter: 0.1,
jitterSpread: 0.1,
jitterRough: 0,
roughnessFadeOut: 1,
rayFadeOut: 0,
MAX_STEPS: 20,
NUM_BINARY_SEARCH_STEPS: 5,
maxDepthDifference: 3,
maxDepth: 1,
thickness: 10,
ior: 1.45,
DITHERING: false,
STRETCH_MISSED_RAYS: true,
USE_MRT: true,
USE_NORMALMAP: true,
USE_ROUGHNESSMAP: true
}
width
: width of the SSREffect
height
: height of the SSREffect
temporalResolve
: whether you want to use Temporal Resolving to re-use reflections from the last frames; this will reduce noise tremendously but may result in "smearing"
temporalResolveMix
: a value between 0 and 1 to set how much the last frame's reflections should be blended in; higher values will result in less noisy reflections when moving the camera but a more smeary look
temporalResolveCorrectionMix
: a value between 0 and 1 to set how much the reprojected reflection should be corrected; higher values will reduce smearing but will result in less flickering at reflection edges
maxSamples
: the maximum number of samples for reflections; settings it to 0 means unlimited samples; setting it to a value like 6 can help make camera movements less disruptive when calculating reflections
ENABLE_BLUR
: whether to blur the reflections and blend these blurred reflections with the raw ones depending on the blurMix value
blurMix
: how much the blurred reflections should be mixed with the raw reflections
blurSharpness
: the sharpness of the Bilateral Filter used to blur reflections
blurKernelSize
: the kernel size of the Bilateral Blur Filter; higher kernel sizes will result in blurrier reflections with more artifacts
rayStep
: how much the reflection ray should travel in each of its iteration; higher values will give deeper reflections but with more artifacts
intensity
: the intensity of the reflections
maxRoughness
: the maximum roughness a texel can have to have reflections calculated for it
ENABLE_JITTERING
: whether jittering is enabled; jittering will randomly jitter the reflections resulting in a more noisy but overall more realistic look, enabling jittering can be expensive depending on the view angle
jitter
: how intense jittering should be
jitterSpread
: how much the jittered rays should be spread; higher values will give a rougher look regarding the reflections but are more expensive to compute with
jitterRough
: how intense jittering should be in relation to a material's roughness
MAX_STEPS
: the number of steps a reflection ray can maximally do to find an object it intersected (and thus reflects)
NUM_BINARY_SEARCH_STEPS
: once we had our ray intersect something, we need to find the exact point in space it intersected and thus it reflects; this can be done through binary search with the given number of maximum steps
maxDepthDifference
: the maximum depth difference between a ray and the particular depth at its screen position after refining with binary search; lower values will result in better performance
maxDepth
: the maximum depth for which reflections will be calculated
thickness
: the maximum depth difference between a ray and the particular depth at its screen position before refining with binary search; lower values will result in better performance
ior
: Index of Refraction, used for calculating fresnel; reflections tend to be more intense the steeper the angle between them and the viewer is, the ior parameter set how much the intensity varies
DITHERING
: Improves performance but reduces quality by only alternately calculating reflections for every second pixel each frame; only works well if resolutionScale is 1
STRETCH_MISSED_RAYS
: if there should still be reflections for rays for which a reflecting point couldn't be found; enabling this will result in stretched looking reflections which can look good or bad depending on the angle
USE_MRT
: WebGL2 only - whether to use multiple render targets when rendering the G-buffers (normals, depth and roughness); using them can improve performance as they will render all information to multiple buffers for each fragment in one run; this setting can't be changed during run-time
USE_ROUGHNESSMAP
: if roughness maps should be taken account of when calculating reflections
USE_NORMALMAP
: if normal maps should be taken account of when calculating reflections
Since the right options for an SSR effect depend a lot on the scene, it can happen that you don't seem to have an effect at all in your scene when you use the SSR effect for the first time in it without any configuration. This can have multiple causes such as rayStep
being way too low for your scene for example. So to find out which SSR options are right for your scene, you should use a GUI to find the right values easily.
The example already comes with a simple one-file GUI SSRDebugGUI.js
that you can use in your project like so:
npm i tweakpane
SSRDebugGUI.js
to your project and initialize it like so in your scene:import { SSRDebugGUI } from "./SSRDebugGUI"
const gui = new SSRDebugGUI(ssrEffect, options)
That's it, you should now have the GUI you can see in the example scene. The options
parameter is optional for the SSRDebugGUI and will default to the default options if no options
parameter is given.
If you'd like to test this project and run it locally, run these commands:
git clone https://github.com/0beqz/screen-space-reflections
cd screen-space-reflections/example
npm i --force
npm run dev
thickness
, ior
, rayStep
,...) reactive so that you now just need to set ssrEffect.rayStep = value
for example to update valuesIf you are getting artifacts, for example:
Then try the following:
thickness
maxDepthDifference
maxDepth
or set it directly to 1rayStep
and increase MAX_STEPS
if reflections are cutting off nowNUM_BINARY_SEARCH_STEPS
Keep in mind that increasing these values will have an impact on performance.
Since SSR only works with screen-space information, there'll be artifacts when there's no scene information for a reflection ray.
This usually happens when another objects occludes a reflecting object behind it.
To make missing reflections less apparent, use an env-map that can then be used as a fallback when there is no reflection.
Ideally use a box-projected env-map.
Here are two implementations for three.js and react-three-fiber:
By default, the SSR effect won't really update reflections if the camera is not moving and no mesh in the view is moving.
However, it will check if a mesh's material's map is a VideoTexture
and will keep its reflections updated each frame.
If your material is not using a VideoTexture
but is still animated (e.g. it's a custom animated shader material), then you can get updated reflections for it by setting
mesh.material.userData.needsUpdatedReflections = true
. This will make the SSR effect recalculate its reflections each frame.
window
being undefinedIf you are using Server Side Rendering and don't have access to the window
object then the SSR effect won't be able to set the correct width and height for its passes.
So once you have access to the window
object, set the correct width and height of the SSR effect using:
ssrEffect.setSize(window.innerWidth, window.innerHeight)
Edge fade for SSR: kode80
Velocity Shader: three.js sandbox
Bilateral Blur Filter: gl_ssao
Video texture: Uzunov Rostislav
FAQs
Screen Space Reflections implementation in three.js
We found that screen-space-reflections demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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