Original technique here - http://www.youtube.com/watch?v=o7n4hc82k3g
I've converted and adapted Arkano22's SSGI technique for use in Crysis. There are still a few bugs, but overall it works. Thank's so much Arkano ;)
Anyway, it currently replaces the "Grain Filter", found in the flowgraph (Image:GrainFilter). It doesn't modify the TOD grain, so don't worry about that. To use, simply add the Image:GrainFilter node to the flowgraph, set it's Amount (I prefer something around 1.5) and link it to a startup node. Increasing the Amount will increase the intensity of the bleeding and decreasing it will... well... decrease it. :P
The shader still uses the old noise producing function found in the code supplied by Arkano, and unfortunately it's a little bit hard on performance, my guess is because it's sampling the entire screen in it's full size, but anyway, I'm sure I'll fix it somehow.
I know it's not a full GI solution, so the name SSGI is a little incorrect, it's more like SSCB (Screen-Space Color Bleeding). But whatever, I didn't name it. :P
Thread: http://crymod.com/thread.php?threadid=53849
Download:
http://crymod.com/attachment.php?attachmentid=62143
wow good job
Aryanpars 2 years ago