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Urho3d Deferred SSAO renderpath

Jan 6th, 2021
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XML 1.93 KB | None | 0 0
  1. <renderpath>
  2.     <rendertarget name="albedo" sizedivisor="1 1" format="rgba" />
  3.     <rendertarget name="normal" sizedivisor="1 1" format="rgba" />
  4.     <rendertarget name="depth" sizedivisor="1 1" format="lineardepth" />
  5.  
  6.     <rendertarget name="ao" sizedivisor="1 1" format="l" />
  7.  
  8.     <command type="clear" color="1 1 1 1" output="depth" />
  9.     <command type="clear" color="fog" depth="1.0" stencil="0" />
  10.     <command type="scenepass" pass="deferred" marktostencil="true" vertexlights="true" metadata="gbuffer">
  11.         <output index="0" name="viewport" />
  12.         <output index="1" name="albedo" />
  13.         <output index="2" name="normal" />
  14.         <output index="3" name="depth" />
  15.     </command>
  16.  
  17.     <command type="quad" tag="SSAO" vs="SSAO" ps="SSAO" psdefines="GEN_AO" output="ao">
  18.         <texture unit="0" name="Textures/Random.png" />
  19.         <texture unit="1" name="depth" />
  20.         <texture unit="2" name="normal" />
  21.  
  22.         <parameter name="Radius" value="0.2" />
  23.         <parameter name="Bias" value="0.0" />
  24.         <parameter name="Strength" value="2.0" />
  25.         <parameter name="NoiseScale" value="8 8" />
  26.     </command>
  27.  
  28.     <command type="quad" tag="SSAO" vs="SSAO" ps="SSAO" output="viewport" blend="multiply">
  29.         <texture unit="0" name="ao" />
  30.     </command>
  31.  
  32.     <command type="lightvolumes" vs="DeferredLight" ps="DeferredLight">
  33.         <texture unit="albedo" name="albedo" />
  34.         <texture unit="normal" name="normal" />
  35.         <texture unit="depth" name="depth" />
  36.     </command>
  37.     <command type="scenepass" pass="postopaque" />
  38.     <command type="scenepass" pass="refract">
  39.         <texture unit="environment" name="viewport" />
  40.     </command>
  41.     <command type="scenepass" pass="alpha" vertexlights="true" sort="backtofront" metadata="alpha">
  42.         <texture unit="depth" name="depth" />
  43.     </command>
  44.     <command type="scenepass" pass="postalpha" sort="backtofront" />
  45. </renderpath>
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