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Improving Direct Lighting Material Occlusion - Part 1

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Pablo Zurita

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Improving Direct Lighting Material Occlusion - Part 1 is a December 2025 blog post by Pablo Zurita on irradiance.ca. The URL is the first article in a series on micro-shadowing versus baked micro-occlusion for normal-mapped detail under direct lights.

It covers limits of baking short-range AO into base color and specular maps, Frostbite and Unreal style micro-occlusion issues under directional lighting, then micro-shadowing terms from Uncharted 4 / Naughty Dog, Activision Call of Duty WWII material work, a cone-visibility reference, and an analytical alternative with HLSL snippets and comparison images.

It is for advanced real-time shading engineers familiar with PBR Fresnel terms, normal maps, and material AO. Expect equations and engine-history citations rather than beginner lighting setup.

Access is a free HTML post with formulas, code samples, and screenshot comparisons. Later parts are promised for micro-surface follow-ups.

The article is useful when micro-occlusion looks flat under direct lights and you need concrete production formulas to compare.