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9: Renderer Effects
ADM8 edited this page Jun 12, 2026
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- Traces 5 Short Rays in Semi-Random directions around Sample Position to Create a Very Rough Ambient Occlusion effect based on Average Distances. Doesnt look very nice but its better than Nothing
- Supported in all Lit Shading Models
- Traces Along Reflection Vector Assuming Light Vector as Incident Vector, If Hit Surface is Reflective, It then checks for Occlusion from the New Position back to the Light Source. If Clear it will calculate Additional Light Contribution by this Path
Sample Position -> Mirror -> Light Source
- Supported in all Lit Shading Models
- Performs a dot() comparison to Figure out how close is the Ray Direction towards the Light. If it is within a Configurable range it will Force a Bright Glare Pixel. It used to Increase the Area of Bright Pixels so Glare from Reflective/Refractive Surfaces is visible from Longer Distances and Interact Better with the Bloom Shader
- A Simple "Post Process" Effect Emulating Height Fog, Based on Accumulated Distance. Can have Slight Rendering Issues