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Nature soft occlusion shader unity
Nature soft occlusion shader unity








When you place a model in that folder and reimport it, Unity will calculate soft ambient occlusion specialized for trees. In order to use those shaders you also have to place the tree in a special folder that contains the name Ambient-Occlusion. It’s clear that, compared to the previous animation, the internal ridges of the geometries are shaded in a much more realistic way. Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. The following animation shows only the contribution from ambient occlusion: The smaller sum is, the more occlusion we have. If we found no closer point, then sum is equal to maxSum. Their fraction is 1, which indicates no occlusion. Despite looking simple, there are many challenges that are far from being trivial. It’s an interesting effect that shows an object in the process of being created. Exponential DecayĪ more realistic improvement can be obtained by weighting those samples differently. The further away we are from the original point, the less importance we give to the sample. We can do this by introducing an exponential decay: This tutorial will recreate the 3D printer effect seen in games such as Astroneer and Planetary Annihilation. However, it does not depend on the distance from the camera and is much easier to control. This solution is sensibly slower than the cheap ambient occlusion presented in the previous section. This gives us a value we can interpolate from, resulting in an ambient occlusion coefficient that goes from 0 to 1.įloat ambientOcclusion (float3 pos, float3 normal)įloat3 p = pos + normal * (i+1) * _AOStepSize If no closer object is found, the sum of the sampled distances will be equal to _AOStep * _AOStepSize.

#Nature soft occlusion shader unity free

If no closer object is found, it is a good indication that the surrounding area is free from obstacles.įor more reliable results, we repeat this process for _AOStepSize times, each time going _AOStepSize units further away from the surface. The idea behind is is to sample the distance field along the normal direction. Alex Evans came up with a much better solution (link here). This solution provide a nice, yet not very reliable measure for space occlusion. This information does not require any additional computation, and is already a good estimation for the ambient occlusion.

nature soft occlusion shader unity

The right part is rendered in white shade on the left side indicates how many steps were required by the raymarching loop to touch the surface. The following animation shows a complex geometry being rotated and sliced at the same time. Fixed4 raymarch (float3 position, float3 direction)įixed4 color = renderSurface(position, direction) Trees you create using Tree Editor must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader.








Nature soft occlusion shader unity