ao的mobile解决方案

http://aicdg.com/ue4-msaa-depth/

http://aicdg.com/vulkan-mass-shader-resolve/

ao两篇paper

 

分bake和realtime两部分

 s2016_pbs_activision_occlusion(有GTAO).pdf

【2016年GTAO(Ground True Ambient Occlusion)】Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion

half resolution prepass

 depth+normal rgba8

compute shader for ao

rgba8888 for blur

before base pass

posted on 2019-06-20 17:10  minggoddess  阅读(661)  评论(0编辑  收藏  举报