Just updated to unity 2019.4.23 (built in renderer) and post process package 3.1.0 but it seems the ambient occlusion setting I was using doesn’t seem to do anything anymore.
There’s 2 options Scalable AO and Multiscale Volumetric AO.
The multiscale was the one I was using before the upgrade but turning it on and off doesn’t change anything anymore.
It’s broken. We filed a bug report and repro (Case #1324639) but have not had a reply from Unity QA yet.
If you want a quick fix you can replace the texture format checks in ‘Runtime/Effects/AmbientOcclusion.cs’ with the old versions. You can use the older ‘RenderTextureFormat.RFloat.IsSupported()’ style calls.
No Ambient Occlusion on 2020.3.7f1 (LTS), built-in 3D and post FX 3.1.0
Edit: Seems to work when I set the mode to “Scalable Ambient Obscurance”.
Multi-scale Volumetric Occlusion (default) is not working for me, but I thinnkkk my iMac is compatible with Metal. So now I’m not sure if this is related to the original post…
Edit2: Hey hey, I checked an older project (Unity 2019.3.5f1) -
There is the effect is working on my Mac (mode set to Multi-scale Volumetric Occlusion).
And also: This unity Version gives me the option to set Metal Editor Support checkbox.
Doesn’t seem to work with Unity 2020.3.14f1 + PP 3.1.1, PC. Irony is that I only updated to 2020.3.14 to be on an LTS build. In general, does LTS mean more stable bug fixes, or less bugs fixed so as not to accidentally break things?
Edit: no, it works, just that “Ambient Only” started working (and so I turned it off).
It wasn’t working for me until I started again and follow this steps:
Main Camera:
— Create a new layer called: Post-Processing
— Add Component → Post-process Layer
— Set Layer: Post-Processing
Create new gameobject called PostProcessVolume
— Add component: Post-process Volume
— Set Layer to Post-Processing
— Create new Post Process Profile
— Check IsGlobal on
— Add effect Ambient Occlusion
— Intensity = 1
— Advise! Be careful with the On/Off button, the effect is activated when On button is dark grey and Off is light grey
In my case, the 2 critical points were the layer of the PostProcessVolume object and the confusing On/Off button