Advanced Ambient occlusion method implementation for your look-dev

Advanced Ambient occlusion method implementation for your look-dev.

Advanced Ambient occlusion

Purpose:

AO handling of shaders When you guys usually using URP or basic mobile hardware is very simple. When using HDRP, more sophisticated specular shielding and environment reflection shielding are performed using the AO calculation formula using bent normal. A similar effect is to create a Micro Shadow with AO effect to be used on mobile hardware using the simple formula used in Uncharted2.

着色器的 AO 处理当你们通常使用 URP 或基本移动硬件时非常简单。 使用 HDRP 时,使用弯曲法线的 AO 计算公式执行更复杂的镜面反射屏蔽和环境反射屏蔽。 类似的效果是使用 Uncharted2 中使用的简单公式创建一个带有 AO 效果的微阴影,用于移动硬件。

Need know more?

https://jplee.notion.site/Advanced-Ambient-occlusion-method-implementation-for-your-look-dev-2b5f8b1794104fb8ba4794cc8e3878f4


https://www.patreon.com/posts/advanced-ambient-55940924

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