class AmbientOcclusion

in global :: Sandbox

Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO). It darkens areas where ambient light is generally occluded from such as corners, crevices and surfaces that are close to each other.


public float Intensity { get; set; }

The intensity of the darkening effect. Has no impact on performance.

public int Radius { get; set; }

Maximum distance of samples from pixel when determining its occlusion, in world units.

public float FalloffRange { get; set; }

Gently reduce sample impact as it gets out of the effect's radius bounds

public AmbientOcclusion.SampleQuality Quality { get; set; }

Number of pixel samples taken to determine occlusion

public AmbientOcclusion.DenoiseModes DenoiseMode { get; set; }

How we should denoise the effect

public float ThinCompensation { get; set; }

Slightly reduce impact of samples further back to counter the bias from depth-based (incomplete) input scene geometry data

public GameObject.NetworkAccessor Network { get; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Transform LocalTransform { get; set; }

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public Guid Id { get; }

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public Vector3 LocalScale { get; set; }

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponent( bool includeDisabled = False )

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public void DeserializeImmediately( JsonObject node )

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public void Deserialize( JsonObject node )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public Transform WorldTransform { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldScale { get; set; }

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public bool IsProxy { get; }

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public AmbientOcclusion( )

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public DebugOverlaySystem DebugOverlay { get; }

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public int ComponentVersion { get; }

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public CameraComponent Camera { get; set; }

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public Scene Scene { get; }

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public GameTransform Transform { get; }

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public GameObject GameObject { get; }

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public ComponentList Components { get; }

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public bool Enabled { get; set; }

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public bool Active { get; }

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public bool IsValid { get; }

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public Action OnComponentEnabled { get; set; }

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public Action OnComponentStart { get; set; }

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public T GetOrAddComponent( bool startEnabled = True )

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public Action OnComponentUpdate { get; set; }

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public Action OnComponentDisabled { get; set; }

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public Action OnComponentDestroy { get; set; }

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public void Destroy( )

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public void DestroyGameObject( )

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public void Reset( )

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public int GetHashCode( )

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public ComponentFlags Flags { get; set; }

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public Action OnComponentFixedUpdate { get; set; }

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public T AddComponent( bool startEnabled = True )

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