@Driftwood: Yes, that sounds reasonable too
@Trevor: The fix I did yesterday was "quick-and-dirty" but there's probably a way to bring those shadows back (Maybe by mapping alpha-to-"solid-geometry" in the SSAO shader).
Native Ambient Occlusion (SSAO) shader
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
I've got a better fix now. It's essentially mapping the alpha channel to "SSAO solidity":
This way the trees now cast SSAO shadows and I don't need to specify a list of textures anywhere: all alpha-enabled textures should work.
@DTM: Check your PMs and let me know if this version works well.
This way the trees now cast SSAO shadows and I don't need to specify a list of textures anywhere: all alpha-enabled textures should work.
@DTM: Check your PMs and let me know if this version works well.
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