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...and (almost) free! :)
Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too).
This is the realtime radiance calculation:
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albedo:
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Ambient occlusion + irradiance + shadows = Global ilumination?? :)
3 comentarios:
Sorry. Look please here
Hi there!.
How do you achieve the irradiance? When fetching DepthMap samples for AO also fetch the color for that same pixel?
Yes, very easy :)
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