BlackMojito Posted November 12, 2017 Share Posted November 12, 2017 Hi Folks, I am working my own scalable ambient occlusion effect and I do need a render pass which generate a normal-depth buffer. And then I compose a post process pipeline which does the normal SAO + Blur + Composing stuff but it seems that the current architecture does not allow me to insert a pass between the "original color" pass and the PostProcessRenderPipeline. I know that I can reconstruct the normal from the depth buffer but it seems that I am going to have some artifacts which cannot be avoided. So how can I do that? BTW, it seems that Babylon now support multi-RenderTargets. It is true, I would like to write my own shader which writes to my Normal-Depth buffer during the color pass. Is it possible now? Where can I find some samples about MRT? Thanks Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted November 13, 2017 Author Share Posted November 13, 2017 OK I realized that the official example SSAO2 worked now and it used MultiRenderTarget... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 13, 2017 Share Posted November 13, 2017 Yep Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.