As mentioned in my other post I’m experimenting a bit with SSAO in Defold to see if there’s any low hanging fruit I can fix with out rendering pipeline (and also it’s fun!), just wanted to share some progress in case anyone is interested Right now I only do the SSAO + blur pass, so next step would be to combine it with the albedo and some lighting.
Thanks to @MasterMind and @Dragosha for letting me use their content to test things out!
This is great! Subtle but makes it feel so much more polished. How costly would this be in terms of performance? Would love to try it out on my little racing game side project.
Great! Please add if(color.a < 0.2) discard; to the fragment shader for filtering transparent pixels of texture. I forgot to say: my models have a minimum geometry and a lot of cheatering
It’s quite expensive unfortunately, at least right now. I’m going to work on performance in a bit, I think there’s a bunch to get it to run nicely on most hardware but in general the effect is quite expensive due to all the texture samples needed… although if you plan to release on our upcoming ps4 platform I wouldn’t be to worried