Continued!

Experimental SSAO!
Through much trial and error and alot of basic principles from online tutorials, Ive made my own SSAO filter using just a depth map buffer. Its very inefficient, but Im very proud of it, because I was able to apply the basics, without too much math or additional buffer views. I am very proud of this one, and will most likely offer it as an option to toggle on or off in a final game. There are alot of banding in flat planes, but other than that, the effect looks good to me!

for comparison without SSAO:


Bloody Dissolve!
Objects can dissolve based on the alpha texture of one of their ent skins laugh



A beauty scene laugh