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Ambient Occlusion shader questions.

Hi, as I understand, the only method of Ambient Occlusion available in UDK is SSAO, which is applied as a separate post-process shader over the entire screen.

However, i'm trying to achieve an effect that would require the colour of the Ambient Occlusion to change depending on the surface (for a toon effect). For example, say i'd want the ambient occlusion on a character's skin to be a dark pink, and the ambient occlusion of the floor to be a dark yellow.

I'm currently managing to fake this using an AO map, but there's only so far I can go with that.

If such a thing is possible, could someone point me in the right direction?
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