If your AO is a layer in your Diffuse set to Multiplay your doing it wrong. That was last gen. If you have an AO texture that is in your shader that is separate from your Diffuse you are doing it right. Not needed and an extra texture look up, but for folio stuff no reason not too.
Not sure about papers, Analdin. It's just something I was told. Basically, adding an alpha channel to your diffuse is the same cost as 2 textures. So one RGBA texture uses the same memory as 2 RGB textures. Or so I've been told... I used to try and pack my spec into the alpha channel of the diffuse and was politely asked…
This has been a rather educational thread. I was told a few months ago by my lead programmer that using the alpha channel was inefficient for what I was doing but wasn't sure exactly why other than the way things were packed and compressed. Also in Unity the default shader for diffuse/specular forces you to use the alpha…
I am not certain as to how the UE4 does AO, but I recall it being a multiply into the diffuse and specular ( it might just be specular). Not just an occlusion of ambient light which is certainly how Marmoset's AO works.
Just bumping this thread again as a PSA: I did some tests in UE4, and found the difference between using AO is night and day. Here is AO when being lit directly by the sun and skylight, Here is AO when the sun is facing away from the object (so only the skylight is providing light) As you can see, you need AO to provide…