Is it possible to somehow read AO from GBuffer in material editor ?
I wanted to use it for procedural mask generation for blending textures (or at least experiment with it), but it doesn’t look like there is option to access anything beyond depth, and depth is not enough.
AO in gbuffer looks like nice base for to start with, as it is omnidirectional light source and not filtered by directional lighting.
Or maybe someone have some tutorial about creating AO in material editor (ignoring any kind of directional light), I only need AO information as it would be from omnidirectional light source, for masking purposes.
There is SceneTexture, but it doesn’t work with Opaque material.
Marked area with right contrast and additional displacment texture cloud be used to procedurally generate mask.