Hm. I have a tendency to not explain too clearly, so I'll elaborate.
As for depth within a sprite. Your right, a default sprite in a default 2D world has no depth, being two dimensional.
But what's stopping you from having depth? Consider a parallax effect, 10 layers all scrolling at a different speed. It's 2D, it has no depth. But what if the artwork on each of those layers were given a depth. The artwork in the background layers would be further away than those closer. You couldn't see the difference to look at it. But what if you then applied a DoF shader that takes depth maps into account? You've got visible depth.
okay, say you have depth per object. This depth is..... PER OBJECT. So, any light occlusion effects will happen PER OBJECT.... thus doing them PER PIXEL is overkill. Just fake it with another object, as it will essentially be a drop shadow. DoF also doesn't make any sense in 2D. I did post a variable blur shader, that when applied to a whole layer accomplishes what you'd probably call DoF... but it's way simpler and doesn't rely on depth.
[quote:1b9vt8q2]But give him a depth map, where his arm is closer, like an inverted height map. Add an SSAO shader on that, you've got realtime ambient occlusion.
So you have a frame-based animation. This animation has a depth animation, where each frame has a corresponding depth map. This depth map has a SSAO shader. Notice that since SSAO is calculated on the depthmap that only changes with each animation frame, the results will also only change with each animation frame...
Now, consider baked ambient occlusion. You only have animation, no depth... you have REAL AO, since you'd get it from your renderer of choice. No shader. Results also change with each animation frame.
Same effect, half the texture memory, much faster, much simpler.
Thus, SSAO in 2D is pointless.
I only say this because I see a lot of people go and play Crysis or whatever and then come back and excitedly ask for something they saw there to be in Construct.... but VERY FEW 3D effects make sense in 2D.
All that said, I'm still onto that blurred drop shadow effect. I've realised, though, that it's much easier and faster to have a smaller, stretched shadow object that follows the real one... why? well, it allows for some other effects that I'll attempt soon