ambientOcclusion
A post-process stage that applies Horizon-based Ambient Occlusion (HBAO) to the input texture.
Ambient occlusion simulates shadows from ambient light. These shadows would always be present when the surface receives light and regardless of the light's position.
The uniforms have the following properties:
intensityis a scalar value used to lighten or darken the shadows exponentially. Higher values make the shadows darker. The default value is3.0.biasis a scalar value representing an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges. The default value is0.1.lengthCapis a scalar value representing a length in meters. If the distance from the current sample to first sample is greater than this value, sampling stops in the current direction. The default value is0.26.directionCountis the number of directions along which the ray marching will search for occluders. The default value is8.stepCountis the number of steps the ray marching will take along each direction. The default value is32.randomTextureis a texture where the red channel is a random value in 0.0, 1.0. The default value isundefined. This texture needs to be set.ambientOcclusionOnlyis a boolean value. Whentrue, only the shadows generated are written to the output. Whenfalse, the input texture is modulated with the ambient occlusion. This is a useful debug option for seeing the effects of changing the uniform values. The default value isfalse. When enabled, this stage will execute before all others.