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DDDkurokawa's avatar
DDDkurokawa
Honored Guest
12 months ago

Dynamic occlusion using Depth API and post-processing

HI all.

Currently, dynamic occlusion using the Depth API requires replacing the shaders of all objects to be occluded, which is very time-consuming when there are many shaders.

I believe that the same functionality can be achieved without replacing shaders by using depth images obtained from EnvironmentDepthManager.cs and post-effects to prevent pixels with depth values above a certain distance from being drawn.

Can you tell me how this can be achieved or give us similar examples?

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  • Try asking the same question in the DepthApi github repository.... they know me there very well