Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Aram-Azhari · Jun 05, 2012 at 05:36 AM · cg

Ambient Occlusion Map in Shaders

Hi,

I'm trying to modify the builtin bumped specular shader to support an Ambient Occlusion map.

I usually extract the AO map using Filter Forge software.

It is a black and white map where it is darkest when there is the shadow and brightest when there is only light.

The shader code so far is as follows, please pay attention to the line with the comment:

     Shader "Bumped Specular Ambient Occlusion" {
     Properties {
       _Color ("Main Color", Color) = (1,1,1,1)
       _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
       _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
       _MainTex ("Base (RGB)", 2D) = "white" {}
       _GlossTex ("Gloss (A)",2D) = "white" {}
       _AOTex ("Ambient Occlusion", 2D) = "white" {}
       _BumpMap ("Normalmap", 2D) = "bump" {}
     }
     SubShader { 
       Tags { "RenderType"="Opaque" }
       LOD 400
       
     CGPROGRAM
     #pragma surface surf BlinnPhong


     sampler2D _MainTex;
     sampler2D _BumpMap;
     sampler2D _GlossTex;
     sampler2D _AOTex;

     fixed4 _Color;
     half _Shininess;

     struct Input {
       float2 uv_MainTex;
       float2 uv_BumpMap;
       float2 uv_GlossTex;
       float2 uv__AOTex;
     };

     void surf (Input IN, inout SurfaceOutput o) {
       fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
       fixed4 gloss = tex2D(_GlossTex, IN.uv_GlossTex);
       fixed4 aocclusion = tex2D(_AOTex, IN.uv__AOTex);
 
       The Interesting Line -->
       o.Albedo = tex.rgb * aocclusion.a * _Color.rgb; 


       o.Gloss = tex.a;
       o.Alpha = gloss.a * _Color.a;
       o.Specular = _Shininess;
       o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
     }
     ENDCG
     }

     FallBack "Specular"
     }

This shader causes my material to appear very dark and almost not possible to lit in the scene.

My question is that how can I modify this shader to properly support the AO map?

Note: that the infamous SSAO does not take the texture normals and bumps into consideration while this map does.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Darkworth · Oct 28, 2013 at 02:58 PM 0
Share

Hello,

Did you ever get this figured out and working properly?

Thanks

avatar image Aram-Azhari · Oct 28, 2013 at 03:08 PM 0
Share

Not really. I gave up on that one.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Liam-Lam · Jul 27, 2019 at 07:12 AM

Try to change o.Albedo = tex.rgb aocclusion.a _Color.rgb; --> o.Albedo = tex.rgb lerp(1, aocclusion.a, _occStr) _Color.rgb; _occStr is property range from 0->1. Also make sure your occlusion info store in alpha channel. It usually store in r or g.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

CGPROGRAM supported #pragma keywords 1 Answer

Depth issues with a shader 1 Answer

Shader time related questions 1 Answer

Uniform variable operations not for every vertex and fragment. 0 Answers

CG shader float3 to float pack/unpack functions 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges