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Shaders and ambient occlusion

Hello everyone,

I'm extending Aras' BumpColorSpec shader from the wiki to support transparency. I'm rather new at shaders, so I started looking at the "Transparent/Cutout/Bumped Specular" (which does not support a separate specular map) and made some changes to BumpColorSpec.

However, after the modifications I noticed that neither the resulting shader nor the original BumpColorSpec seem to be affected by ambient occlusion. That's beyond my current expertise. Can anyone provide some pointers as to what I should be reading / looking for?

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asked Dec 28 '09 at 06:38 PM

Ricardo gravatar image

Ricardo
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Your shader is missing a RenderType. If you grab the SSAO shader code, you will see a long list of different shaders for different RenderTypes, and these are the shaders that are used in the SSAO replacement pass. If a shader does not have one of these RenderTypes, it is omitted from the Post Processing replacement shading pass, and therefore is ignored by the SSAO shader. Here is all the information needed on the subject.

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answered Dec 29 '09 at 03:34 AM

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Murcho
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asked: Dec 28 '09 at 06:38 PM

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Last Updated: Dec 29 '09 at 10:00 PM