This effect only uses a (void) vertex shader, a geometry and a pixel shader. It reads from a depth buffer so no need for occlusion queries. It is a pretty lightweight effect.
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Invisibility cloak
FPS sample - island demo
Buoyancy physics
Wetness maps - rain
Wetness maps
Ocean: extinction, scattering
Soft body simplification
Soft bodies (Jolt physics)
1000 barrels - Jolt Physics
FPS sample - barrel explosion test 2
FPS sample - explosive barrels
FPS sample - sniper rifle
Texture streaming
FPS sample - enemy cover
DDGI voxelized probe refinement
Blend objects with terrain (WIP)
Virtual texture painting (WIP)
SSGI with particles
Screen Space Global Illumination (WIP)
FPS sample - blood
FPS sample - enemy logic
Voxel-based character occlusion
Character path finding
Voxel path finding