Took a step back from the content for next update to work on a SSAO effect, these are the interesting experiments resulting from the journey in between:
0:00 - depth difference based outline
0:10 - normal buffer (from _CameraDepthNormalsTexture)
0:21 - depth buffer
0:33 - broken mess
0:38 - depth based normals
0:48 - depth based normals blended with screen
1:03 - depth based normals multiplied with screen
1:12 - normal buffer + broken ssao attempt
1:24 - spherical blur: samples a 'hemisphere' projected into screen space in the same way you would sample depth for SSAO, looks like really bad (but pretty) raytracing
Also, here are some helpful links for those seeking to understand SSAO:
http://theorangeduck.com/page/pure-de...
https://www.ronja-tutorials.com/post/...
https://github.com/keijiro/unity-ssao...
I'll upload a video of the actual SSAO effect later lol. Thanks for your patience, I know the update is taking a while.
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