Files
UnrealEngine/Engine/Shaders/Private/RayTracing/CompositeAmbientOcclusionPS.usf
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

20 lines
571 B
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "../Common.ush"
#include "../DeferredShadingCommon.ush"
Texture2D<float4> AmbientOcclusionTexture;
SamplerState AmbientOcclusionTextureSampler;
void CompositeAmbientOcclusionPS(
in noperspective float2 UV : TEXCOORD0,
out float4 OutColor : SV_Target0
)
{
float AmbientOcclusionMask = AmbientOcclusionTexture.Sample(AmbientOcclusionTextureSampler, UV).r;
AmbientOcclusionMask = saturate(AmbientOcclusionMask);
OutColor = float4(AmbientOcclusionMask, AmbientOcclusionMask, AmbientOcclusionMask, 1.0);
}