diff --git a/Readme.md b/Readme.md index 31b94f1..64e6b5a 100644 --- a/Readme.md +++ b/Readme.md @@ -1,16 +1,16 @@ ![demo](Final.png); # Unity3D Ground Truth Ambient Occlusion ## Introduction: -### Ground Truth Ambient Occlusion use screen space pixel infos to generate occlusion map for indirect light, Simply drag the script component onto your target Camera. The occlusion effect could make you scene looks darker, make sure you are using the appropriate intensity and range. +### Ground Truth Ambient Occlusion uses screen space pixel infos to generate occlusion map for indirect light, Simply drag the script component onto your target Camera. The occlusion effect could make your scene look darker, make sure you are using the appropriate intensity and range. ## Features: * Based on Unity commandBuffer, easy to fit in Scriptable Rendering Pipeline. * Slightly better than HBAO+ -* Use Temporal Filter to reduce performance cost and increase quality. -* Physically based AO. -* Support indirect diffuse & specular occlusion. +* Uses Temporal Filter to reduce performance cost and increase quality. +* Physically based AO. +* Supports indirect diffuse & specular occlusion. ## Limitations: -* Physically based rendering requiring screen space geometry buffer: Depth, Normal, Specular, roughness, etc.. +* Physically based rendering requires screen space geometry buffer: Depth, Normal, Specular, roughness, etc.. * Currently still using legacy rendering pipeline. -* Temporal filter requiring motion vector map. \ No newline at end of file +* Temporal filter requires motion vector map.