Native Ambient Occlusion (SSAO) shader

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Re: Native Ambient Occlusion (SSAO) shader

blue_max
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Post by blue_max » Thu Oct 24, 2019 5:31 pm

@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).

blue_max
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Post by blue_max » Sat Oct 26, 2019 6:11 am

I've got a better fix now. It's essentially mapping the alpha channel to "SSAO solidity":
yavin-ssao-2.jpg
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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DTM
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Post by DTM » Sat Oct 26, 2019 9:20 pm

It's perfect! Thank you, it works!

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WIPs: REBCP version 2

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