Option to apply SSAO during lighting instead of during postprocessing #6907
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Fixes #4844
Try it here: https://engine-hx2mdhbb7-playcanvas.vercel.app/#/graphics/ambient-occlusion
Until now, the SSAO was applied as a post-processing effect. The problem is that the ambient occlusion then incorrectly darkens even the areas hit by lights.
For the render pass architecture, an option to apply AO during lighting in forward passes has been added.
Before - notice how uniformly the SSAO looks
Now - almost no AO is visible in the lit areas, but ambient areas receive AO as before
Detail before
and now
Detail before
and now