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 Post subject: Re: Cubiquity and Ambient Occlusion problem
PostPosted: Sun Oct 09, 2016 4:34 pm 
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Joined: Tue Feb 05, 2013 5:44 pm
Posts: 33
The bad thing about this fix is that in nearly triples the amount of vertex data sent to the graphics card along with all the normal data. On my machine this absolutely kills the FPS. I will probably end up hacking in the Minecraft smooth lighting algorithm into Cubiquity (it looks better than the SSAO shaders anyway).


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 Post subject: Re: Cubiquity and Ambient Occlusion problem
PostPosted: Sun Oct 09, 2016 10:33 pm 
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Joined: Tue Feb 05, 2013 5:44 pm
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SSAO seems to work with deferred rendering. Also I couldn't get shadows working with forward rendering so I had to switch to deferred... strangely, the shadows look fine in the editor even in forward mode. I'm not sure what the problem is, but none of the obvious solutions worked.


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 Post subject: Re: Cubiquity and Ambient Occlusion problem
PostPosted: Mon Oct 10, 2016 5:39 pm 
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Dynasty wrote:
The bad thing about this fix is that in nearly triples the amount of vertex data sent to the graphics card along with all the normal data.

Ah, so that answers my previous question about why the flat shading still works. Apparently Unity automatically handles duplicating the vertices which will indeed increase the size of the meshes significantly.
Dynasty wrote:
SSAO seems to work with deferred rendering. Also I couldn't get shadows working with forward rendering so I had to switch to deferred... strangely, the shadows look fine in the editor even in forward mode. I'm not sure what the problem is, but none of the obvious solutions worked.

I don't recall seeing any problems here, and I have never tested with Unity's deferred shading pipeline. I must admit that I am quite far behind the latest version of Unity though (the highest I tested on was maybe ver 5.1?) so I wonder if it is a recent (or platform-specific?) problem?


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