cancel
Showing results for 
Search instead for 
Did you mean: 

Dynamic occlusion using Depth API and post-processing

DDDkurokawa
Honored Guest

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?

1 REPLY 1

Squashi11
Protege

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