Optional
aofalse
Optional
aoChange the quality of ambient occlusion in the scene. Greater quality means less noise, but worse performance.
The quality modes are as follows:
Temporal stability refers to how consistent the AO is from frame to frame - it's important for a smooth experience.*
Quality Mode | AO Samples | Denoise Samples | Denoise Radius | Best For |
---|---|---|---|---|
Performance (Less temporal stability, a bit noisy) | 8 | 4 | 12 | Mobile, Low-end iGPUs and laptops |
Low (Temporally stable, but low-frequency noise) | 16 | 4 | 12 | High-End Mobile, iGPUs, laptops |
Medium (Temporally stable and barely any noise) | 16 | 8 | 12 | High-End Mobile, laptops, desktops |
High (Significantly sharper AO, barely any noise) | 64 | 8 | 6 | Desktops, dedicated GPUs |
Ultra (Sharp AO, No visible noise whatsoever) | 64 | 16 | 6 | Desktops, dedicated GPUs |
Generally, half-res mode at "Ultra" quality is slightly slower than full-res mode at "Performance" quality, but produces significantly better results.
If you wish to make entirely custom quality setup, you can manually change aoSamples
, denoiseSamples
and denoiseRadius
.
'medium'
Optional
aoControls the radius/size of the ambient occlusion in world units. Should be set to how far you want the occlusion to extend from a given object. Set it too low, and AO becomes an edge detector. Too high, and the AO becomes "soft" and might not highlight the details you want.
Optional
aoUse half-resolution" mode for performance-critical applications. This will cause the AO to be calculated at half the resolution of the screen, and then upscaled to the full resolution. This is a great way to get a performance boost (generally 2x-4x) at the cost of some quality (the AO will lack fine details and temporal stability will be slightly reduced).
'full'
Optional
aoOptional
autoIt is recommended to not change this value, otherwise rendering issues may occur.
Optional
color?: stringThe color of the ambient occlusion. By default, it is black, but it can be changed to any color to offer a crude approximation of global illumination. Recommended in scenes where bounced light has a uniform "color", for instance a scene that is predominantly lit by a blue sky. The color is expected to be in the sRGB color space, and is automatically converted to linear space for you. Keep the color pretty dark for sensible results.
Color formats:
RGB String: rgb(255, 0, 0)
or rgb(100%, 0%, 0%)
HSL String: hsl(0, 100%, 50%)
X11 color name - all 140 color names are supported. Note the lack of CamelCase in the name: skyblue
Optional
denoiseOptional
denoiseOptional
denoiseOptional
depthThe half aoResolution
mode uses depth-aware upscaling by default.
The AO effect looks bad without depth-aware upscaling, so it is not recommended to disable it.
However, if performance is truly that critical, you can do so by setting depthAwareUpsampling
to false.
Optional
gammaShould be automatically set to the correct value. If you are getting washed out colors, try setting gammaCorrection
to false, and if you are getting dark colors, try setting it to true.
Optional
intensity?: numberA purely artistic control for the intensity of the AO has the effect of darkening areas with more ambient occlusion. Useful to make the effect more pronounced. An intensity of 2 generally produces soft ambient occlusion that isn't too noticeable, whereas one of 5 produces heavily prominent ambient occlusion.
Optional
logarithmicOptional
renderOptional
screenWhen screenSpaceRadius is set to true, the aoRadius
parameter represents the size of the ambient occlusion effect in pixels (recommended to be set between 16 and 64).
The distanceFalloff
parameter becomes a ratio, representing the percent of the screen space radius at which the AO should fade away - it should be set to 0.2 in most cases,
but it accepts any value between 0 and 1 (technically even higher than 1, though that is not recommended).
Enable ambient occlusion. Only works in single buffer mode and when device supports WebGL2.