Whether this pass runs
Flipping it rebuilds the view's render graph on the next render, which suits a settings toggle but not a change every frame; animate an effect's own properties instead. It can also recompile the view's materials; View3D#passes says when.
Readonly AdvancedinputWhether the effect's input has mips, for an effect that reads coarse levels with
sampleColorLod, such as a blur
Costs a mip generation every frame and about a third more memory for the input, so leave it
false unless the effect samples levels above 0.
Optional Readonlyrequired[normalOutput] when sceneNormals is set, otherwise undefined
Readonly AdvancedstageThe stage the effect runs at, set by the stage option
StaticdefaultDefaults for every new SsaoEffect; an option passed as undefined keeps its default
maxDistance has no entry, so unless set it starts at 0.65 × the resolved radius.
Sets the self-occlusion bias
Depth offset in world units.
Sets the spacing between blur taps
Spacing in texels.
Depths [start, end] across which the occlusion fades out, or null for none; see
SsaoEffectOptions#fadeDistance
Sets the depths across which the occlusion fades out
[start, end] in world units, end above start, or null for no fade.
Sets the darkening strength
Multiplier on the occlusion.
Depth gap in world units at which an occluder stops counting; see SsaoEffectOptions#maxDistance
Sets the depth gap at which an occluder stops counting
Depth gap in world units.
Sets the exponent on the occlusion term
Exponent applied to the occlusion term.
Sets how far around each point the effect looks for occluders
Radius in world units.
Sets the samples per pixel
Samples per pixel.
Advanced
Adds the occlusion, blur and merge passes for this slot in the chain
Render graph being built.
Input/output handles for this slot in the chain.
Releases GPU resources the pass made outside the graph; the base class has none
The view never calls it, not on replacing view.passes nor on its own destroy, since a pass
can be shared. Call it yourself once the pass is retired. Override it only for resources of your
own: the render passes added in build go with the view's graph, and a plain UniformGroup
needs no release.
Screen-space ambient occlusion: darkens creases, corners and contact points
Costs four fullscreen passes, three of them at
resolution. Every property can change every frame; theresolutionandsceneNormalsoptions are fixed at construction.Example