Jump to content


Photo

Screen Space Ambient Occlusion - [Example]

shader

  • Please log in to reply
8 replies to this topic

#1 xygthop3

xygthop3

    You may know me from such forums as "Shaders"

  • GMC Member
  • 3367 posts
  • Version:GM:Studio

Posted 24 September 2013 - 05:08 AM

Purchase this instead: http://gmc.yoyogames...63#entry4750135

 

 

Spoiler

Edited by xygthop3, 15 February 2015 - 08:23 PM.

  • 4

#2 zbox

zbox

    GMC Member

  • GMC Member
  • 2618 posts
  • Version:Unknown

Posted 24 September 2013 - 06:17 AM

Very impressive, I wish I knew more about shaders so I could give you a bit of intelligent feedback, but from my current perspective, looks great! Gamemaker is gradually coming closer to enabling the creation of some nice little 3D titles.


  • 0

#3 Alvare

Alvare

    Not an administrator

  • GMC Member
  • 1812 posts
  • Version:None

Posted 24 September 2013 - 06:23 AM

Siiiiii1iiiiiiiick!!

So much eyecandy I wanne :wallbash: into these walls.


  • 0

#4 xygthop3

xygthop3

    You may know me from such forums as "Shaders"

  • GMC Member
  • 3367 posts
  • Version:GM:Studio

Posted 27 September 2013 - 12:48 AM

Thanks for the comments.

 

More interestingly I'll be updating the example SOON to allow per-pixel SSAO using normal maps to make the effect even better.

 

blas.gif


  • 6

#5 mireazma

mireazma

    GMC Member

  • GMC Member
  • 357 posts

Posted 27 September 2013 - 10:29 AM

You're good. An when you think the final result doesn't even have any lighting...

I don't get much of your code logic but what I don't really get is what's the purpose of this rays variable in

float rays = ray * 2.0 + 1.0;
...
ao /= (rays * rays)+1.0;

 


  • 0

#6 xygthop3

xygthop3

    You may know me from such forums as "Shaders"

  • GMC Member
  • 3367 posts
  • Version:GM:Studio

Posted 27 September 2013 - 10:58 PM

You're good. An when you think the final result doesn't even have any lighting...

I don't get much of your code logic but what I don't really get is what's the purpose of this rays variable in

float rays = ray * 2.0 + 1.0;
...
ao /= (rays * rays)+1.0;

 

Basicly it normalizes/softens the black areas. You can comment out those 2 lines of code and you'll see it looks more like a bad cel shading example with thick black areas.


  • 1

#7 Alvare

Alvare

    Not an administrator

  • GMC Member
  • 1812 posts
  • Version:None

Posted 28 September 2013 - 08:51 AM

Looks awesome with the AO map. =D

I've tried to do this on my own by making texcoord work in the normal shader.

That didn't look nearly as good as in those screenshots.


  • 0

#8 trg601

trg601

    Member of the GMC

  • GMC Member
  • 629 posts
  • Version:GM:Studio

Posted 22 March 2015 - 12:16 AM

Sorry to bring this up, but would anyone know how to make 3D objects that aren't rendered with SSAO? (And work with objects that are)

 

The problem is the shadows are drawn over the everything, so this happens:

forgot10.jpg

I can make the model draw over the shadows, but also draw over everything else, which isn't what I want.


  • 0
Because of the forum being archived, the above post is probably pretty old and may not reflect my current opinion.
If you want to find some of my games go to: Mutantbrain

#9 Nahuel3d

Nahuel3d

    GMC Member

  • GMC Member
  • 133 posts
  • Version:GM:Studio

Posted 14 August 2015 - 01:00 PM

Thanks for the comments.

 

More interestingly I'll be updating the example SOON to allow per-pixel SSAO using normal maps to make the effect even better.

 

blas.gif

You should continue this, it's a free alternative to the Manta Games' one


  • 0





Also tagged with one or more of these keywords: shader