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Change occlusion value of '0' to mean full occlusion. #337

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merged 3 commits into from
Jun 28, 2023

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joseph-kaile
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This was causing shadows to be extremely dark.
Before and after:
before
after

In both Unity and glTF, Occlusion of 0.0 means full occlusion, 1.0 means fully lit:

glTF:
occlusion : The occlusion texture; it indicates areas that receive less indirect lighting from ambient sources. Direct lighting is not affected. The red channel of the texture encodes the occlusion value, where 0.0 means fully-occluded area (no indirect lighting) and 1.0 means not occluded area (full indirect lighting). Other texture channels (if present) do not affect occlusion.
The texture binding for occlusion maps MAY optionally contain a scalar strength value that is used to reduce the occlusion effect. When present, it affects the occlusion value as 1.0 + strength * (occlusionTexture - 1.0).

Unity :
When authoring ambient occlusion Textures, be aware that a value of 0 specifies an area that is fully occluded and a value of 1 specifies an area that is fully visible.

Also, Shadergraph and Surface Shaders have a default occlusion value 1.0 which means no ambient occlusion.

So, by using the equation above:

new-ambient-occlusion

@joseph-kaile joseph-kaile changed the title Change occlusion strength of '0' to mean no occlusion Change occlusion strength of '0' to mean full occlusion Jun 21, 2023
@joseph-kaile joseph-kaile changed the title Change occlusion strength of '0' to mean full occlusion Change occlusion value of '0' to mean full occlusion. Jun 21, 2023
@j9liu
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j9liu commented Jun 28, 2023

Looks great @joseph-kaile, thanks!

@j9liu j9liu merged commit 04b16b7 into main Jun 28, 2023
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@j9liu j9liu deleted the occlusion-strength-flip branch June 28, 2023 19:21
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2 participants