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First let me start by saying that I really love this Gloom AO shader, it is working incredibly well on many games in Halo MCC for example.
However I have a little "problem" with it, during many sequences, the screen will fade to almost pitch black, for example black bars, or fade to black effects (but it's not perfect black though), and you can see the geometry and the AO glitching through the black bars and all because the depth buffer is still available.
I was wondering if it could be possible to have a color threshold option to ignore the AO when the scene is too dark, to avoid AO leaking during cinematic presentations or darker environments. I noticed the "Color Power" option can act as a sort of threshold for ignoring the AO in parts of the scene that are too bright, maybe it can have an other option similar to this but repurposed for dark scenes?
Thanks for reading!
I do have some performance concerns as well, as even in quarter res the shader has a huge impact on the GPU, but I am playing at 4K and beyond so it's partially on me haha.
The text was updated successfully, but these errors were encountered:
First let me start by saying that I really love this Gloom AO shader, it is working incredibly well on many games in Halo MCC for example.
However I have a little "problem" with it, during many sequences, the screen will fade to almost pitch black, for example black bars, or fade to black effects (but it's not perfect black though), and you can see the geometry and the AO glitching through the black bars and all because the depth buffer is still available.
I was wondering if it could be possible to have a color threshold option to ignore the AO when the scene is too dark, to avoid AO leaking during cinematic presentations or darker environments. I noticed the "Color Power" option can act as a sort of threshold for ignoring the AO in parts of the scene that are too bright, maybe it can have an other option similar to this but repurposed for dark scenes?
Thanks for reading!
I do have some performance concerns as well, as even in quarter res the shader has a huge impact on the GPU, but I am playing at 4K and beyond so it's partially on me haha.
The text was updated successfully, but these errors were encountered: