Questions tagged [ambient-occlusion]
Ambient occlusion is a rendering technique concerned with the measurement of the amount of ambient light reaching surfaces.
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Baked AO in Substance Painter shows dark lines along some convex edges
A default cube exported from Blender shows this issue(several vertical lines are dark) of baked AO in Substance Painter. I encountered this issue from texturing a model with a layer of dirt where I ...
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How to get rid of gradient shading on the bottom of grass
I've been using Unity's terrain system and a Vegetation Spawner asset (https://assetstore.unity.com/packages/tools/terrain/vegetation-spawner-177192) to make some terrain for my game. While using the ...
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Correctly Implementing SSAO
I am trying to implement Normal-Oriented SSAO and i'm having an issue with the results. Portions of the screen are inverted/wrong, typically half way through the screen but not always, it seems tied ...
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How can I make an OpenGl/GLSL varying vary throughout a quad instead of a triangle in OpenGl 3.3?
I am, like many others, currently working on a block-based game in C++ and OpenGl. Recently, I added ambient occlusion support. This ambient occlusion is created by modulating the brightness of a ...
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How to import a texture to be used as occlusion map?
The same way normal maps need to be imported as "Normal map" in the import settings, how should I setup an Ambient Occlusion texture to correctly work?
I've been searching around in the manual and ...
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How do you write an unlit shader which supports Ambient Occlusion?
For performance reasons, a scene might use Unlit shaders only.
Is there an Unlit shader which supports Ambient Occlusion?
What is the best way to achieve this look, for moving and static objects, ...
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Unity Ambient Occlusion not working with Orthographic camera
It seems like the Ambient Occlusion setting from the Unity Post Processing stack (obtained from the asset store) only works with a Perspective camera, yet I haven't ...
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Drawcall Batching with Ambient Occlusion
I'm creating a low poly 4X game that will likely have upwards of 200 unique hex tile models once everything is said and done. The colour palette consists of 16 different colours. I understand that if ...
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Unity - Ambient Occlusion artefacts
When I create two cubes from Unity > Component menu. And turn on AO the bottom cube is not shaded properly. I mean the upper cube is alright but the bottom cube does not have any shadow present. What ...
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How should I apply Ambient Occlusion from greyscale AO maps?
I've seen many tutorials on SSAO, but none for simple ambient occlusion maps.
I can see myself working things out alone, as AO maps are simple greyscale maps that indicate where there should be more ...
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Unity's 'Ambient' Occlusion occludes everything. How to do it better?
I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this:
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Any reason not to combine an AO Map and Cavity Map into one texture?
If an Ambient Occlusion Map is for mapping shadows based on closeness of neighboring geometry, and a Cavity Map is for mapping smaller shadows based on angle or distance, then is there any reason not ...
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SSAO issue - surfaces darken based on camera angle
I have a strange issue in my engine where my SSAO effect will extremely darken or lighten based on my camera angle:
In that example, I'm just outputting the ssao texture to the screen. The texture is ...
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Why would an ambient occlusion (AO) shader's performance be dependent on light direction?
One of my favourite games recently implemented ambient occlusion as a graphics feature, which appears to perform very well in most circumstances - except during sunrise and sunset. As someone who is ...
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How can I do ambient occlusion for simple meshes with few vertices?
I want to do ambient occlusion for some simple buildings.
Since simple buildings have very few vertexes, how can I get good results? Is it possible with a per-vertex AO implementation?