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Add GTAO shader support #8688
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Add GTAO shader support #8688
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Will create another PR to update the remote webpage after this PR is in. |
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I suspect that there will be issues with highp
/ mediump
so, you definitely need to test this on real mobile device.
Here is the on device profiling result:
No Bent Normals
Bent Normals
So given this set of default parameters, I think the performance of GTAO is between SAO with |
@show50726 how do you explain the performance difference of the blur pass? Shouldn't it be exactly the same? |
Do you refer to the difference between SAO and GTAO? This is because I set |
I understand the reasoning, but I think it hurts the comparison. I think that's okay to leave the default to HIGH for GTAO, but In the table above I think they should both use HIGH then. |
I agree what you say. I will do another profiling to make them all use |
Note: It has not been tested and benchmark on real devices yet.
gtao.mat
andgtaoImpl.fs
AmbientOcclusionOptions
to select AO typeAmbientOcclusionOptions
for GTAO specific parametersPostProcessManager::screenSpaceAmbientOcclusion()
to select different material based on the option and set the parametersViewerGui
for GTAO parametersScreenshots
I adjust the settings to make both SAO and GTAO using the similar sample count and take some screenshots.
Noted that SAO did some adjustments to the
intensity
andpower
params before passing into the material, so the effect looks stronger than GTAO under the same params.SAO (original)
GTAO