Ubiq Visuals shaders in T3D
by TheGasMan · in General Discussion · 11/20/2010 (5:01 am) · 1 replies
..has anyone ported the Ubiq visual shaders for AO or DOF ?
I think T3D's DOF is alright, but I'd like to replace the AO.
I have not tried to merge the code yet so I am basically asking if anyone has tried and if so, how much work was needed ?
thx
I think T3D's DOF is alright, but I'd like to replace the AO.
I have not tried to merge the code yet so I am basically asking if anyone has tried and if so, how much work was needed ?
thx
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Torque Owner Ivan Mandzhukov
Liman3D
As I remember they used two RT passes - one for gathering a linear depth map and one for the ssao map.
The first pass is actually needless in T3D,because you can sample(and uncondition) the linear depth from prepass.
The second pass generates the ssao map,they process several shaders there (like blur) ,therefore you'll need to port this pass if you wish to get the same effect.