Hey guys, I’m trying to add this to a sample game like NSW to test it out. I just need to load the default values without the controls and it doesn’t seem to work.
I loaded this values on top:
[code]
// Number of steps in each controller (high = precise+slow)
const float var_steps = 200.0f;
// Enable ambient occlusion effect
bool ao_enable = true;
// Enable a simple Gaussian blur
bool ao_blur = false;
// Enable a depth aware Gaussian blur
bool ao_blurdepth = true;
// Show ambient occlusion raw values
bool ao_only = false;
// uniforms format: Vector3[val, min, max]
// AO radius in scene units
Vector3 ao_radius = Vector3(1.0f, 0.0f, 4.0f);
// AO intensity (in the paper/demo is divided by radius^6, this is commented out)
Vector3 ao_intensity = Vector3(0.15f, 0.0f, 2.0f);
// Radius scale adjust (not present in the paper/demo, TODO to be fixed)
Vector3 ao_projscale = Vector3(0.3f, 0.0f, 1.0f);
// Self occlusion margin
Vector3 ao_bias = Vector3(0.01f, 0.0f, 0.1f);
// Aux vars
Vector3 ao_var1 = Vector3(0.0f, -1.0f, 1.0f);
Vector3 ao_var2 = Vector3(1.0f, 0.0f, 1.0f);[/code]
Then in the setup viewport, I added this:
effectRenderPath.Append( cache.GetResource("XMLFile", "RenderPaths/DeferredSAO.xml") );
effectRenderPath.SetEnabled("SAO_copy", ao_enable);
effectRenderPath.SetEnabled("BlurGaussian", ao_blur);
effectRenderPath.SetEnabled("BlurGaussianDepth", ao_blurdepth);
effectRenderPath.shaderParameters["Radius"] = Variant(ao_radius.x);
effectRenderPath.shaderParameters["ProjScale2"] = Variant(ao_projscale.x);
effectRenderPath.shaderParameters["IntensityDivR6"] = Variant( ao_intensity.x );
effectRenderPath.shaderParameters["Bias"] = Variant(ao_bias.x);
effectRenderPath.shaderParameters["Var1"] = Variant(ao_var1.x);
effectRenderPath.shaderParameters["Var2"] = Variant(ao_var2.x);
I’m using other effects such as Bloom, etc. Any ideas on how to get this to work? Thanks!