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Re: Native Ambient Occlusion (SSAO) shader

Posted: Thu Oct 24, 2019 5:31 pm
by blue_max
@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).

Re: Native Ambient Occlusion (SSAO) shader

Posted: Sat Oct 26, 2019 6:11 am
by blue_max
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.

Re: Native Ambient Occlusion (SSAO) shader

Posted: Sat Oct 26, 2019 9:20 pm
by DTM
It's perfect! Thank you, it works!