You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Ambient occlusion addresses medium to long range occlusion of ambient light (which is light that has undergone many bounces and is in some sense 'omnidirectional'). It would be cool to have a toggle for SSAO or GTAO on the clustered renderer.
The text was updated successfully, but these errors were encountered:
Would be cool, but maybe a little out of scope for this repo 👀 I want to keep this somewhat centered around comparing shading techniques. Adding other unrelated features makes it more confusing to learn from the code and adapt it.
Ambient occlusion addresses medium to long range occlusion of ambient light (which is light that has undergone many bounces and is in some sense 'omnidirectional'). It would be cool to have a toggle for SSAO or GTAO on the clustered renderer.
The text was updated successfully, but these errors were encountered: