diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 6c803480e..62b4db702 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -241,7 +241,9 @@ A few user-controlled parameters are available to better tweak the technique: - **Depth Tolerance** can be used for screen-space-ray hit tolerance to gaps. The bigger the value, the more gaps will be ignored. - **Roughness** will apply a screen-space blur to approximate roughness in objects with this material characteristic. -Keep in mind that screen-space-reflections only work for reflecting opaque geometry. Transparent objects can't be reflected. +Keep in mind that screen-space-reflections only work for reflecting opaque +geometry. Transparent materials won't be reflected, as they don't write to the depth buffer. +This also applies to shaders that use ``SCREEN_TEXTURE`` or ``DEPTH_TEXTURE``. Screen-Space Ambient Occlusion (SSAO) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^