Built in SSAO occludes direct lighting

Both the screen-space-ambient-occlusion and the screen-space-ambient-obscurance subtract lighting from directly lit areas on the frame which is not exactly what ao should do. It looks wrong and kind of “dirty”. Am I the only one who is bothered by this? I would love it if unity could add a slider how much directly lit areas mask away the ssao even if this only works in deferred rendering (because you would need access to a buffer with lighting info in it)

I was also looking for asset store solutions but they also all seem to have this issue.

I am really just posting this here to drum up attention :slight_smile: demand better ao people !

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https://fogbugz.unity3d.com/default.asp?857784_vel379ks4k2l5gu2

if someone is curiouse

This shouldn’t be evident in the new combined post, it has a tickbox that deals with precisely this issue, are you still using the old component based stack?