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FSTR AO

Volume-based ambient occlusion and color bleeding. Bring control to contact detail and indirect color in your real-time scenes. View on Fab

DETAILS / FSTR AO

FSTR AO is a lightweight real-time Volume Based Ambient Occlusion and Color Bleeding solution for Unreal Engine 5.

It combines volume-based artistic control, fast edge-aware denoising and shared Color Bleeding in a system designed for both performance-sensitive games and high-quality real-time rendering.

Key Features

Fast Ambient Occlusion

Designed for real-time gameplay with predictable GPU cost and multiple quality levels.

Edge-Aware Denoising

4×4, 8×8, 16×16 and 32×32 presets reduce visible AO noise while preserving geometry boundaries and contact detail.

Volume-Based Control

Use multiple overlapping FSTRAO Volumes with smooth falloff and priority blending to control AO independently across different areas of your level.

Contact AO

Adds additional small-scale occlusion for tight gaps, object contacts and detailed surface intersections.

Shared Color Bleeding

Adds controllable indirect color transfer between nearby surfaces using a shared real-time field.

WPO Friendly

Works with World Position Offset driven geometry out of the box, making it a practical solution for foliage and other WPO-heavy scenes.

Lumen Ready

Works with or without Lumen enabled and can be used as an additional artistic AO layer in existing lighting setups.

DOCUMENTATION

All screenshots and videos shown on this listing are demonstrations of FSTR AO in use. Environment assets, meshes, materials, foliage, and other scene content shown in the media are not included with the plugin.

All Unreal Engine tools