ambientOcclusion
The attenuation of ambient light due to local geometry variations on a surface.
Declaration
var ambientOcclusion: MDLMaterialProperty { get }Discussion
Ambient occlusion (AO) describes the accessibility of a point on a surface to the surrounding radiant environment and is typically used to attenuate ambient lighting. A renderer should not use AO data should to affect direct illumination.
The default AO value is zero. Typically, you assign a texture (such as that created with the generateAmbientOcclusionTexture(withQuality:attenuationFactor:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:) method of a mesh) to this material property to add shading based on the shape of the mesh.