Has the stripping issue of "directAO" and "indirect AO" been fixed yet?

My favorite feature of the last couple years is the shader implementation of AO. It’s extremely useful and looks awesome. That kind of psot process to material setup is amazing, would be cool to see more of that.

But there’s been a shader stripping issue reflected here…

Horizon Based Ambient Occlusion - HBAO image effect page-23#post-8817862

Horizon Based Ambient Occlusion - HBAO image effect page-22#post-8333814

Far as I’m aware this still hasn’t been fixed.

It would be great if this kind of thing could be avoided in the future. There’s been plenty of cases where unity didn’t consider other asset may want to use these features. Like not exposing the focus distance in cinemachine (though I think that one’s been fixed).

I’m sure with coexistence many thing like this could pop up.

At the very least I hope this post created awareness.

bump

Bump.

The issue (on URP) is that SSAO functionality is stripped out from shaders when buitlin SSAO renderer feature is not attached to a used renderer data. So it is like no one will ever use a custom or 3rd party SSAO solution.

Still never got an answer for this :<