have I've implemented the Screen Space Ambient Occlusion in my Three.js project correctly, and run perfect, like this:
//Setup SSAO pass
depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.depthPacking = THREE.RGBADepthPacking;
depthMaterial.blending = THREE.NoBlending;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: true }; //Stancilbuffer true because not effect transparent object
depthRenderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, pars);
depthRenderTarget.texture.name = "SSAOShader.rt";
ssaoPass = new THREE.ShaderPass(THREE.SSAOShader);
///////ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
ssaoPass.uniforms["tDepth"].value = depthRenderTarget.texture;
ssaoPass.uniforms['size'].value.set(window.innerWidth, window.innerHeight);
ssaoPass.uniforms['cameraNear'].value = camera.near;
ssaoPass.uniforms['cameraFar'].value = camera.far;
ssaoPass.uniforms['radius'].value = radius;
ssaoPass.uniforms['aoClamp'].value = aoClamp;
ssaoPass.uniforms['lumInfluence'].value = lumInfluence;
But, when I set a material with displacementMap (that run correctly without SSAO enabled), this is the result. Notice that the SSAO is applied "correctly" to the original sphere (with a strange-trasparent-artificat), but I need to apply it to the "displaced vertex" of the sphere)
This is my composer passes:
//Main render scene pass
postprocessingComposer.addPass(renderScene);
//Post processing pass
if (ssaoPass) {
postprocessingComposer.addPass(ssaoPass);
}
And this is the rendering loop with composer
if (postprocessingComposer) {
if (ssaoPass) {
//Render depth into depthRenderTarget
scene.overrideMaterial = depthMaterial;
renderer.render(scene, camera, depthRenderTarget, true);
//Render composer
scene.overrideMaterial = null;
postprocessingComposer.render();
renderer.clearDepth();
renderer.render(sceneOrtho, cameraOrtho);
}
else {
//Render loop with post processing (no SSAO, becasue need more checks, see above)
renderer.clear();
postprocessingComposer.render();
renderer.clearDepth();
renderer.render(sceneOrtho, cameraOrtho);
}
}
else {
//Simple render loop (no post-processing)
renderer.clear();
renderer.render(scene, camera);
renderer.clearDepth();
renderer.render(sceneOrtho, cameraOrtho);
}
How can i archive a correct Screen Space Ambient Occlusion applied to a mesh with Displacement Map? Thanks.
[UPDATE]: After some work i tried to this procedure for every child in the scene, with displacement map, to define a new a new overrideMaterial of the scene equal to a depthMaterial with displacement map parameters of the child material.
var myDepthMaterial = new THREE.MeshDepthMaterial({
depthPacking: THREE.RGBADepthPacking,
displacementMap: child.material.displacementMap,
displacementScale: child.material.displacementScale,
displacementBias: child.material.displacementBias
});
child.onBeforeRender = function (renderer, scene, camera, geometry, material, group) {
scene.overrideMaterial = myDepthMaterial;
};
This solution sounds good, but doesnt work.
You are using SSAO with a displacement map. You need to specify the displacement map when you instantiate the depth material.
three.js r.87