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Description
Describe the project you are working on
Any 3D project with lightmaps
Describe the problem or limitation you are having in your project
Godot offers screen-space ambient occlusion, but:
- It's only available in Forward+
- Having AO in lightmaps will allow you to have a separate larger-radius AO for level geometry, leaving SSAO for finer details and dynamic objects. This way you can fine-tune how AO looks in both large and small crevices
- Unlike SSAO (or SSIL) baked AO comes at no runtime performance cost
Describe the feature / enhancement and how it helps to overcome the problem or limitation
No AO | AO |
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This was baked in Unity, AO intensity is a little bit exaggerated for comparison
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Exposed parameters will depend on the implementation, but the LightmapGI node will need at least:
- Enable Ambient Occlusion
- Ambient Occlusion Radius
- Ambient Occlusion Intensity
If possible there could also be Direct/Indirect contribution settings as it can be convenient to be able to reduce the amount of AO in direct light:
Project Settings (rendering/lightmapping
) can include AO quality settings per quality preset, alongside existing LightmapGI quality settings
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
LightmapGI is core