…and (almost) for free!
Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too).
This is the realtime radiance calculation:
Ambient occlusion + irradiance + shadows = Global ilumination??
Hi there!.
How do you achieve the irradiance? When fetching DepthMap samples for AO also fetch the color for that same pixel?
Yes, very easy