- 8 cosine-weighted hemisphere rays per pixel (inline ray queries, SM 6.5) - Distance-weighted AO: quadratic falloff (1-hitT/aoRadius)² instead of binary hit/miss - World-space hash seed: voxel coord + tangent-plane frac position (stable, no flicker) - Bilateral blur pipeline: 2-pass separable (H+V), radius 6, depth+normal edge-stopping - 4-pass dispatch: shadow+rawAO → blur H → blur V → apply - AO written to separate R8_UNORM texture, blurred, then applied to color buffer - Debug mode (F5 x3): grayscale AO visualization |
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| .. | ||
| voxelAOApplyCS.hlsl | ||
| voxelAOBlurCS.hlsl | ||
| voxelBLASExtractCS.hlsl | ||
| voxelCommon.hlsli | ||
| voxelCullCS.hlsl | ||
| voxelMeshCS.hlsl | ||
| voxelPS.hlsl | ||
| voxelShadowCS.hlsl | ||
| voxelSmoothCentroidCS.hlsl | ||
| voxelSmoothCS.hlsl | ||
| voxelSmoothPS.hlsl | ||
| voxelSmoothVS.hlsl | ||
| voxelTopingPS.hlsl | ||
| voxelTopingVS.hlsl | ||
| voxelVS.hlsl | ||