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Reflective materials in Block Game

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Blog Intermediate

Eniko Fox

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Description

Reflective materials in Block Game is a January 2026 development blog post by Eniko Fox describing a high-level matcap-based reflection system in the author's Block Game prototype.

It covers capturing a back-facing high-FOV scene into a square environment map, approximating Photoshop-style spherize in HLSL, sampling with reflected view-space rays instead of normals, roughness via stochastic blue-noise blur, hard-light matcap overlays, and separate metallic versus dielectric blending. It notes ground-plane failure cases and a low-end path that falls back to matcaps alone.

It is for intermediate indie graphics programmers building stylized reflections without full PBR IBL. Comfort with basic shading, render targets, and shader includes is assumed.

The post is a free HTML article with screenshots, HLSL snippets, and links to related Block Game materials on the same site.

It is useful as a practical recipe for convincing metal and plastic looks on low-poly objects when screen-space or cube-map pipelines are not yet in place.