From Amplify Creations Wiki
=== Mobile Devices ===
=== Mobile Devices ===
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Amplify Occlusion requires OpengGL ES 3.0. Be sure that the
[https://docs.unity3d.com/Manual/class-PlayerSettingsAndroid.html Auto Graphics API ] is not enabled , force GL ES 3.0. |+|
Amplify Occlusion requires OpengGL ES 3.0 .
Be sure that the Auto Graphics API is not enabled GL ES .
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Revision as of 16:50, 6 July 2018
1. Open the AmplifyOcclusion_Unity5.6+.unitypackage
2. After Unity loads it will display the “Importing package” window, select All and click Import
3. Amplify Occlusion should now be installed in your Unity project and it should have the following directory structure:
1. Select and apply “Image Effects/Amplify Occlusion” to your main camera
2. Adjust the intensity and radius.
3. Adjust the blur values until you are satisfied with the results.
Ambient Occlusion Control
Amplify Occlusion offers two occlusion methods, the Post Effect mode resembles standard SSAO and will apply the effect to all objects, the Deferred option preserves bright lit surfaces by injecting SSAO before the direct light stage. A debug option is also available for added scene tweaking and flexibility.
- Higher values will provide the best results at the cost of reduced performance. The default Medium value should suffice for most projects.
Per Pixel Normals
- The Default Camera value is recommended for the Post Effect method, Gbuffer/Octa Encoded available for the Deferred.
- Defines the intensity of the occlusion effect.
- Defines the color of tint of the occlusion effect.
- Defines the radius, or spread, of the occlusion effect, the blur amount is usually adjusted in relation to the spread size.
- Defines the power exponent value of the occlusion effect, it allows you to easily exaggerate or reduce the overall strength.
- Occlusion bias, this value will directly influence which areas of your scene will display the effect.
- Occlusion thickness heuristic, which allows for tweaking thin occluders such as vegetation.
- The downsample value option provides a quick and efficient way to improve overall performance.
The Distance Fade option provides a flexible method of fading the Intensity, Radius and Power Exponent.
- Starting point value for the fade effect.
- The length of the fade effect, you can think of it as a feather effect.
- The Intensity value to fade to. Keep in mind that you will be fading from the value set in the Occlusion Parameters to the value set here.
- The Tint value to fade to.
Fade Power Exponent
- The Power Exponent value to fade to.
- The Thickness value to fade to.
Bilateral Blur Control
Amplify Occlusion uses bilateral blur to eliminate dithering artifacts, several options are available for added control.
- The blur radius of the blur effect applied.
- Defines the number of passes used for the effect, higher values are more performance intensive.
- Provides control over the occlusion blur sharpness, higher values sharpen the blur effect.
Amplify Occlusion uses temporal filtering to smooth the occlusion effect through the accumulation of occlusion calculations over time, improving the quality of the effect with a slight performance trade-off and possible ghosting.
- Controls the overall accumulation decay by defining the contribution weight of either recent occlusion calculations to reduce ghosting at the expense of quality ( 0 ), or older calculations to increase quality at the expense of possible ghosting ( 1 ).
- Controls the amount of calculations that are discarded based on the motion of the scene and objects, in which 0 discards the least, improving the quality at the expense of possible ghosting effects, and 1 discards the most, lowering the quality but becoming less susceptible to ghosting.
Amplify Occlusion requires Metal or OpengGL ES 3.0 or higher.
Be sure that the Auto Graphics API is not enabled in order to avoid using older GL ES versions on Android devices.