SSAO2 blur shader issues

Thanks for the file!

The problem comes from the fact that the pre-pass renderer is using a 16 bits float texture for the depth and there is not enough precision. I have a PR in progress (for SSR) that will let change the precision of this texture, but in the meantime you can force using the geometry buffer:

16 bits precision (prepass renderer):

32 bits precision (geometry buffer renderer):

I’m running against master, that is correct, right?

That’s correct!

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