Quick Start
Last updated
Last updated
Open Vertex Ambient Occlusion Generator editor window from the Main Toolbar → Window → Amazing Assets menu:
Before using editor tool, reset its settings using Context Menu → Reset option:
Drag & drop gameObject from the Hierarchy window or prefab/mesh object from the Project window inside VAOG editor window:
Object will be added to the conversion list:
Click on the Run button at the bottom of the editor window.
Editor tool will generate AO for all meshes in the selected gameObject and bake it inside vertex color, save those meshes and instantiate new prefab in the scene, in the same position as the source object:
VAOG editor tool can handle all meshes in the selected gameObject as the one mesh and in this case AO of those meshes will be automatically interact with each other:
Conversion list of the VAOG editor window displays information about each mesh in the gameObject:
Note, ambient occlusion is generated per-vertex and its calculation speed and quality depends on the mesh vertex count.
Note, VAOG editor tool allows saving generated AO inside any mesh vertex buffer and package includes Preview shader for rendering this baked data. However it is up to the user to create and setup custom shaders for reading AO from a mesh and render it according to the requirements.
For correct ambient occlusion calculation, mesh needs to have the .