Configuration for the Horizon-Based Ambient Occlusion (HBAO) pass.
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#include <AmbientOcclusionPass.h>
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| float | Radius = 1.0f |
| | World-space hemisphere sampling radius (metres).
|
| float | Bias = 0.1f |
| | Minimum angle bias to suppress self-occlusion artefacts (radians).
|
| float | Power = 1.5f |
| | Occlusion exponent; higher values increase contrast.
|
| float | Strength = 1.0f |
| | Global occlusion multiplier applied after exponentiation.
|
| int | NumDirections = 4 |
| | Number of azimuthal directions sampled per pixel.
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| int | NumSteps = 4 |
| | Number of steps taken per direction.
|
| float | MaxRadiusPixels = 64.0f |
| | Screen-space radius clamp (pixels) to avoid over-sampling at close range.
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| float | _Pad = 0.0f |
Configuration for the Horizon-Based Ambient Occlusion (HBAO) pass.
◆ operator<=>()
| auto Raven::HBAOSettings::operator<=> |
( |
const HBAOSettings & | | ) |
const |
|
default |
◆ Reflect()
template<typename Visitor>
| void Raven::HBAOSettings::Reflect |
( |
Visitor && | v | ) |
|
|
inline |
◆ _Pad
| float Raven::HBAOSettings::_Pad = 0.0f |
◆ Bias
| float Raven::HBAOSettings::Bias = 0.1f |
Minimum angle bias to suppress self-occlusion artefacts (radians).
◆ MaxRadiusPixels
| float Raven::HBAOSettings::MaxRadiusPixels = 64.0f |
Screen-space radius clamp (pixels) to avoid over-sampling at close range.
◆ NumDirections
| int Raven::HBAOSettings::NumDirections = 4 |
Number of azimuthal directions sampled per pixel.
◆ NumSteps
| int Raven::HBAOSettings::NumSteps = 4 |
Number of steps taken per direction.
◆ Power
| float Raven::HBAOSettings::Power = 1.5f |
Occlusion exponent; higher values increase contrast.
◆ Radius
| float Raven::HBAOSettings::Radius = 1.0f |
World-space hemisphere sampling radius (metres).
◆ Strength
| float Raven::HBAOSettings::Strength = 1.0f |
Global occlusion multiplier applied after exponentiation.
The documentation for this struct was generated from the following file: