(SSR) Screen-Space Reflections Shader v0.7

Thanks for the suggestion. I think applying SMAA to the end result would also help a bit.

But the stepping I was mentioning is another matter. It’s not noticeable for relatively rough surfaces, but much more so for smooth ones. I was wondering how the raymarch algorithm can be rewritten to reduce this.

Here’s a screenshot with number of roughness samples set to 1 and the rand() function disabled (returns 0):

-Paul