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Screen-space directional occlusion


Josh

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Screen-space directional occlusion (SSDO) is the next logical step after simple screen-space ambient occlusion. This routine uses a raytracing approach to approximate global illumination. You can get my shader here.

 

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Looks kind of cool, but the effect seems a little odd. Like a bubble of darkness behind objects as you look at them. But the darkness always stays on the other side of an object no matter what direction you look at it from, regardless of what's around it. If you had a flashlight it might look correct, but w/ lighting that isn't moving you don't expect the lighting to change just because you move.

 

But it does look pretty cool.

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@Josh: Sorry for the previous comment. The screenshot didn't show its real potential. Actual in-game looks incredible. Thanks for your work.

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