Screen Space Lighting
Evaluate Hit Lighting
This checkbox allows HTrace to evaluate lighting at the hit points of screen-space rays instead of relying solely on the previous Color Buffer
. This option will affect only those hits that have valid GBuffer
data (e.g., Lit
shader). In cases where a pixel with absent GBuffer
data (e.g., Fabric
shader) is hit, it will fall back to the previous frame. Note that this does not affect world space rays.
This option must be used when the Diffuse Lighting Multiplier
is set to a high value in the Indirect Lighting Controller
override.
Directional Occlusion
This checkbox enables directional screen space occlusion. It is an enhanced version of ambient occlusion that provides small-scale, per-pixel indirect shadows. It is also used as a guidance factor for the upscaling algorithm, helping to preserve small-scale details.
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