I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed
Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better.
After a trawl of what others had achieved, a refactor of the shader produced this (based on the cry engine approach):
This I thought added a lot more, but perhaps too much on the flat surfaces, so polarised to this:
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