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Why is the skeletal mesh shaded by DFAO, although the documentation says it should not be?
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Why is SSAO disabled for hair shading model in the PostProcessAmbientOcclusion.usf file?
*else if(SSAO_NORMAL_MODE == 1)
{
// full resolution
WorldNormal = GetGBufferData(UV, false).WorldNormal;
FGBufferData GBuffer = GetGBufferData(UV);
if( GBuffer.ShadingModelID == SHADINGMODELID_HAIR )
{
**WorldNormal = 0;**
}
}*
What is the reason for this?
Maybe I can use the similar method to disable the hair from DFAO shading?
UE4 ver. 4.20