I’m newbie in modern rendering technologies and trying to dive into it.
I’m pretty confident in simple shader writing (syntax, data structures), because I wrote some technical shaders when it was needed: to render grid over the level geometry, to make walls and ceilings transparent at particular points, water animation, fog of war in 3D.
So now I’m just playing with postprocessing effects to get more sense of them.
Question for the warm-up
How to make SSAO more fine-grained?
The most fine-grained result I succeed to configure:
But I’d like to understand how to make it like this:
When I move camera close to teaposts, they become darker. It’s realistic - like observer is not just a camera, but is shadow casting (in SSAO meaning) object. But this behavior may be undesired, how can it be configured?
I started to play with SSAO, because for my non-trainded eye AO is the most notable picture beautifulizer, but please feel free to share any relevant opinions