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Feature Request: Reflections (Save Crystals and Midas Gold Lara) #154
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I believe this can be done with shaders, specifically with a technique called screen space reflections. |
In case you didn't know, CroftEngine has added support for reflections a few months back. I have no clue about graphics programming, so I don't understand what exactly was done, but it looks like it's using a (relatively simple) shader and a new reflective mesh attribute. It looks really phenomenal, so I'd love to see something similar come to Tomb1Main. |
Croftengine is a totally different engine though. TR1M (at least so far) has been about mimicking vanilla behaviour, or making it accessible on modern hardware. I think Arsunt has pretty good knowledge about how the "fake" reflections were done for TR1 and 2. |
Fair enough. I'm not sure if most people actually care about how exact the effect is replicated, though. Given that the original effect actually reflects everything on screen (including the reflective object itself), I don't think anyone would really complain if the effect wouldn't be 100% accurate - as long as it's there, and as long as it's optional. |
Some PS1 reference clips because why not. Crystal crystal1.mp4crystal2.mp4crystal3.mp4Midas midas-hands.mp4Arsunt's explanation of TR UV reflection mapping:
Source: https://discord.com/channels/218414493355606016/394838132643725314/704968088042340384 |
Any update with this feature. I would love to see this implemented for parity with the PS1 version. |
I just found Arsunt had posted about the effect in great detail here: https://www.tombraiderforums.com/showthread.php?t=226585 |
Now the majority of the game has been decompiled, I think it would be a good idea to port the reflection feature from TR2Main over if possible.
Specifically for the Save Crystals and Midas Gold Lara, that will make them a million times better.
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