MiniEngineAO
SSAO image effect from Microsoft MiniEngine, ported to Unity.
**MiniEngineAO** is a SSAO image effect for Unity that was originally developed by Team Minigraph at Microsoft for their [MiniEngine] library. The project is written primarily in C#, distributed under the MIT License license, first published in 2017. Key topics include: graphics, shader, ssao, unity, unity3d.
MiniEngineAO




MiniEngineAO is a SSAO image effect for Unity that was originally developed
by Team Minigraph at Microsoft for their MiniEngine library.
MiniEngineAO has several advantages compared to other SSAO implementations --
smooth results, good temporal characteristics, optimized for GPU compute. The
most significant advantage may be speed. It's heavily optimized with the
compute shader features, especially with the local memory (TGSM/LDS) use, so
that it manages to avoid major bottlenecks that can be found in traditional
SSAO implementations.
The original design of MiniEngineAO can be explained as a combination of two
known SSAO methods: Volumetric Obscurance and Multi-Scale Ambient Occlusion.
It's well-tailored to have the advantages of both these methods.
System Requirements
- Unity 2017.1.0 or later.
- Compute shader and texture array support.
Although Metal (macOS/iOS) is thought to fulfill the requirements, it doesn't
work due to a texture array issue (case 926975). This issue has been already
fixed in the development branch, so it'll be resolved in a near future release.
Installation
Download one of the unitypackage files from the Releases page and import it
to a project.
License
MiniEngineAO inherits the original license of the MiniEngine library. See
LICENSE for further details.
Contributors
Showing top 1 contributor by commit count.
