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Question by
Cereal_Killa · Feb 05, 2017 at 08:51 AM ·
lightdirectional lightocclusionpoint lightambient occlusion
using occlusion maps to reduce direct light
Is this possible? Currently, the occlusion map in the standard shader is actually and 'ambient occlusion' map. How do I get it to also affect direct and realtime lights?
Can I multiply by the occlusion value in the shader or cginc file when calculating the light from direct sources?
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