Screen-space ambient occlusion from depth only
In your harnessGodot shaderMIT
Darken creases and contacts with ambient occlusion estimated in one pass from the depth buffer: normals from position derivatives, a disc of samples scaled by distance, and a range check against far geometry.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
- Parameters
- screen_texture (sampler2D), depth_texture (sampler2D), radius (float = 0.45), intensity (float = 1.4), samples (int = 16), bias (float = 0.03), max_pixels (float = 48), shadow_tint (vec4 = 0, 0, 0.05, 1) and 1 more
- Use it on
- A MeshInstance3D with a 2 x 2 QuadMesh,
material.tresas its material override and a large extra cull margin, as indemo.tscn. - Result
- The scene with soft darkening where objects meet the floor and in corners.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_depth_ao_approx/
Limits. Applied after lighting, so it also darkens directly lit areas. Noisy without a blur pass (the per-pixel rotation trades banding for grain). Derivative normals break at object edges and give thin halos there. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 73.7 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Screen-space ambient occlusion with normal-oriented hemisphere test, Golden-angle disc with per-pixel rotation, Normals from derivatives of reconstructed position, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, post-process, ambient occlusion, ssao, depth buffer, contact shadows, full-screen
- Identity
library.supply.creative_originals.e93dc66c79261a25490eb47a.30a16e9796f4cf6b- Version
30a16e9796f4cf6bfabf10ce820b252433b0cb227050885ab2bfc3cd6bda33df
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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