Horizon Based Ambient Occlusion - HBAO image effect

Thanks for investigating this, JimmiKaelKael. Will let you know if it worked for us too.

@Unity developers.

Please. PLEASE, FIX THIS RETARDED WORKAROUND WITH THE DUMMY RENDERER.

Your native AO feature sucks balls, HBAO from this guy right here is literally thé AO solution for all developers. Why are you making it harder for asset store devs like this?

This has been brought up to your attention months, if not years ago – WHY ARE YOU IGNORING THIS?

Really fed up with this engine and underwhelming native features.

Also for people using addressable, one solution is to include a variant file in addressable, no need to load it, just include it.

Are there any performance gains depending on mode “normal” vs “lit AO” and the different blur modes? I suspect blur typ “none” and narrow is cheaper than “extra wide”?

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Any chance this is on the radar. Noticing the same unity 12 2021.3 urp.

Hi, I’m still new in ambient occlusion. Why is there a circle shadow around my player when using ambient occlusion? How to get rid of this?

Love the asset btw :sparkling_heart:

Looks like what we see is your floor normal texture mipmapping (we see transition between 2 mip levels). Check around your normal texture settings and format (green channel flip?) but it seems on top of that you are really exagerrating the AO.

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This issues is related to anisotropic filtering, in your quality settings enable “forced on” and you’ll see the issue vanish.

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Thank you! Didn’t know that the normal map’s mipmap is what’s making this issue. Yes we’re exaggerating the AO just for the video, so can see it more clearly.

Yes this one also works, but we decided to just disable mip maps on our normal textures since we don’t really need it. Thanks for answering!

Hey there, should i disable native AO if i use this plug in?

Anyone figure out how to fix HBAO in VR? Doesn’t render the same in both eyes.

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Hi, I’m trying to update my Unity 6 project to use RenderGraph : I’ve updated HBAO to the latest version & reimported the URP package, but hbao is not rendering correctly- It looks as if the normal buffer is not being used correctly. This is in URP deferred Windows11. Are there any set-up steps I’m missing ?
I can’t see any HBAO passes in the render graph viewer. I can see that hbao is doing ‘something’, it’s just not correct (liek the non-graph pipeline)

Hi HBAO URP has a Mode setting (Normal or Lit AO) which seems undocumented currently.
I guess it is fairly easy to understand but perhaps could be added in future?

The other thing is if you apply the Normal settings preset could it actually set the values shown to the default so you know what you are over-riding from?
It seems a bit odd that applying any other preset sets them all but not Normal.

Hi, my HBAO works fine in the editor but it doesn’t seem to run on build. Is there anything I missed?
Editor :

Build :

Include native unity SSAO in a render feature, or use shader includes to ensure “occlusion” is included in the shader.

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Thank you sacb0y!
Just want to make sure, I just need to make the intensity 0 right?

I’m not 100% sure if having it zero will work, you might want to add it to a separate render feature and include it in the render list

Oddly, in unity 6 with render graph HBAO seems to override the SSAO properly… but i’m not sure.

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