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 ...
Abraham Reinhardt's user avatar
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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 ...
Ben Mroz's user avatar
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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 ...
Richmar1's user avatar
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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 ...
john01dav's user avatar
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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 ...
40detectives's user avatar
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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, ...
Jethro's user avatar
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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 ...
Microsis's user avatar
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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 ...
duncster94's user avatar
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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 ...
Melon Therapy's user avatar
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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 ...
McLovin's user avatar
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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: ...
russ's user avatar
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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 ...
Mentalist's user avatar
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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 ...
Yattabyte's user avatar
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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 ...
Polynomial's user avatar
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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?
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