Horizon Based Ambient Occlusion (HBAO) is a way to make shadows look more realistic in video games. It uses a special technique to show how shadows fall on objects in a scene. This makes the game look more realistic and adds depth to the graphics.
You can use HBAO in Unity by adding it as a fullscreen or camera effect. This means you can either apply the effect to the whole game or just to certain parts of it. You can also turn it on or off easily in the Unity Editor. Nvidia also has its own version of ambient occlusion that you can turn on or off as needed.
Horizon Based Ambient Occlusion | Features
- Adds realism to scenes by accentuating small surface details
- Reproduces light attenuation caused by occlusion
- Helps create a more immersive gaming experience
- Works as a post-processing image effect in Unity
- Enhances the graphics of your game
- Improves overall visual appeal of your scenes
- Easy to implement and customize
- Can be used as a fullscreen or camera effect in Unity
- Offers an alternative to more computationally intensive techniques like ray tracing.
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HBAO vs Ray Tracing
HBAO is different from ray tracing, which is a more advanced way of making shadows. Ray tracing calculates the exact path of light and how it affects objects in the scene. This produces very accurate results, but it takes a lot of computing power. HBAO is faster and easier to use, making it perfect for real-time video games. AMD also has its own version of ambient occlusion for video game developers to choose from.
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