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Early implementation. I still have to fix the documentation and consider writing a small migration guide. Questions left to answer: * [x] should thickness be an overridable constant? * [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`? * [x] do we want to keep the linear sampler for the depth texture? * [x] is there a better way to separate the logic than preprocessor macros? ![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25) ## Migration guide SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A new field, `constant_object_thickness`, was added to `ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost its `Eq` and `Hash` implementations. --------- Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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README.md |