Screen Space Ambient Occlusion (SSAO)

The guys at Quest3D already have it…
http://forum.quest3d.com/index.php?topic=66659.0

I’ve had a talk with the developer about the possibility to port his code to Unity. He definately showed interest. However his primary concern with Unity is its inablity to render into high precision buffers(R16F or R32F and even A32B32G32R32F).

Also, the trial version he downloaded doesn’t allow to use the required render to texture feature (Pro only).

Hopefully the precision buffer limitation will be addressed on the short term. It would be nice to see Viktor porting his SSAO code to Unity.

Single channel “Depth” render textures (different formats under D3D9 and OpenGL actually) are supported. High precision 4 channel render texture formats are coming, uhm, soon-ish :slight_smile:

That’s great Aras, I’ll inform him about that.
Regarding the trial version, he can request a trial version for Pro, right?