the part is really weird
and the code is here
const size = new THREE.Vector2();
this.renderer.getSize(size);
let groundReflector = null, selects = null;
const geometry = new THREE.PlaneGeometry( 1000, 1000 );
groundReflector = new ReflectorForSSRPass( geometry, {
clipBias: 0.0003,
textureWidth: size.x,
textureHeight: size.y,
color: 0x888888,
useDepthTexture: true,
} );
groundReflector.material.depthWrite = false;
groundReflector.rotation.x = - Math.PI / 2;
groundReflector.visible = false;
groundReflector.position.y = 0;
this.scene.add( groundReflector );
selects = [];
this.scene.traverse(c => {
if(c.name.match(/Mainbuilding_LightingStrip/gi)){
c.children.map(d => {
if(d && d.type == 'Mesh'){
selects.push(d)
}
})
}
})
console.log(selects, groundReflector)
const ssrPass = new SSRPass({
renderer: this.renderer,
scene: this.scene,
camera: this.camera,
width: size.width,
height: size.height,
groundReflector: groundReflector,
selects: selects
});
this.ssrPass = ssrPass;
this.setSSROption(option);
this.composer.addPass(ssrPass);