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Screen Space Ambient Occlusion - Custom Lighting Models - Episode 9

Ben Cloward Mar 13, 2025 15:00
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In this shader tutorial, I show how to write the code required to bring screen space ambient occlusion into our custom lighting model in Unity. Once available we can use it in the traditional way to darken the ambient - but we can also use it in other, unique ways to get just the look we're looking for. Here's the code for the Custom Function node: #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SHADERGRAPH_PREVIEW) float ssao = saturate(SampleAmbientOcclusion(ScreenPos) + (1.0 - _AmbientOcclusionParam.x)); IndirectAO = ssao; DirectAO = lerp(1.0, ssao, _AmbientOcclusionParam.w); #else DirectAO = 1.0; IndirectAO = 1.0; #endif Take a look at the playlist for the whole series: https://www.youtube.com/playlist?list=PL78XDi0TS4lGnGa7L2X4o3UV-XYZEKNwj Here's last week's video on making our custom lighting model modular: https://youtu.be/Ak40WLdV3ic Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - The Little Things https://www.youtube.com/watch?v=kvCYuyyLgC0 #UnrealEngine #shadergraph #Unity
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#Unity #shader #material #material editor #game development #real-time #tutorial #training #graphics #3d #GPU #tech art #computer graphics #fundamentals #shader graph #screen space ambient occlusion #ssao #occlusion