Unravel Engine C++ Reference
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#include <assao_pass.h>
Public Attributes | |
float | radius {1.2f} |
float | shadow_multiplier {1.0f} |
float | shadow_power {1.0f} |
float | shadow_clamp {0.98f} |
float | horizon_angle_threshold {0.06f} |
float | fade_out_from {50.0f} |
float | fade_out_to {200.0f} |
int32_t | quality_level {3} |
float | adaptive_quality_limit {0.45f} |
int32_t | blur_pass_count {2} |
float | sharpness {0.98f} |
float | temporal_supersampling_angle_offset {0.0f} |
float | temporal_supersampling_radius_offset {1.0f} |
float | detail_shadow_strength {0.5f} |
bool | generate_normals {false} |
Definition at line 14 of file assao_pass.h.
float unravel::assao_pass::settings::adaptive_quality_limit {0.45f} |
Adaptive quality limit (only for Quality Level 3).
Definition at line 77 of file assao_pass.h.
int32_t unravel::assao_pass::settings::blur_pass_count {2} |
Number of edge-sensitive smart blur passes to apply.
Definition at line 84 of file assao_pass.h.
float unravel::assao_pass::settings::detail_shadow_strength {0.5f} |
Used for high-res detail AO using neighboring depth pixels. Adds a lot of detail but also reduces temporal stability (adds aliasing).
Definition at line 115 of file assao_pass.h.
float unravel::assao_pass::settings::fade_out_from {50.0f} |
Distance to start fading out the effect.
Definition at line 53 of file assao_pass.h.
float unravel::assao_pass::settings::fade_out_to {200.0f} |
Distance at which the effect is faded out.
Definition at line 59 of file assao_pass.h.
bool unravel::assao_pass::settings::generate_normals {false} |
If true, normals will be generated from depth.
Definition at line 121 of file assao_pass.h.
float unravel::assao_pass::settings::horizon_angle_threshold {0.06f} |
Limits self-shadowing. Makes the sampling area less of a hemisphere, more of a spherical cone, to avoid self-shadowing and various artifacts due to low tessellation and depth buffer imprecision, etc.
Definition at line 47 of file assao_pass.h.
int32_t unravel::assao_pass::settings::quality_level {3} |
Effect quality. -1: Lowest (low, half res checkerboard) 0: Low 1: Medium 2: High 3: Very high / adaptive Each quality level is roughly 2x more costly than the previous, except q3 which is variable but generally above q2.
Definition at line 71 of file assao_pass.h.
float unravel::assao_pass::settings::radius {1.2f} |
World (view) space size of the occlusion sphere.
Definition at line 22 of file assao_pass.h.
float unravel::assao_pass::settings::shadow_clamp {0.98f} |
Effect max limit (applied after multiplier but before blur).
Definition at line 40 of file assao_pass.h.
float unravel::assao_pass::settings::shadow_multiplier {1.0f} |
Effect strength linear multiplier.
Definition at line 28 of file assao_pass.h.
float unravel::assao_pass::settings::shadow_power {1.0f} |
float unravel::assao_pass::settings::sharpness {0.98f} |
Sharpness (how much to bleed over edges). 1: Not at all 0.5: Half-half 0.0: Completely ignore edges
Definition at line 93 of file assao_pass.h.
float unravel::assao_pass::settings::temporal_supersampling_angle_offset {0.0f} |
Used to rotate sampling kernel. If using temporal AA / supersampling, suggested to rotate by ((frame%3)/3.0*PI) or similar. Kernel is already symmetrical, which is why we use PI and not 2*PI.
Definition at line 101 of file assao_pass.h.
float unravel::assao_pass::settings::temporal_supersampling_radius_offset {1.0f} |
Used to scale sampling kernel. If using temporal AA / supersampling, suggested to scale by (1.0f + (((frame%3)-1.0)/3.0)*0.1) or similar.
Definition at line 108 of file assao_pass.h.