Quick Poll: Ambient Occlusion Post Processing in URP - Concluded

I guess it depends on how the surface cache works with for exmaple a dynamic character?

Like I said earlier SSAO and SSGI are similar subjects since some ssgi solutions cast shadows which can replace SSAO.

This would be especially useful since you have the option for shader integration like SSAO does currently. That would solve a lot of issues SSGI tends to have in forward rendering I think.

Having both in one solution could be very valuable.

Htrace even has a solution that enhances APV. I haven’t tried it yet tho.

Is there a port of this asset that works on Unity6?

A great example of an asset that served as both SSGI and SSAO in URP was MFSSGI, sadly they couldn’t keep supporting it.

But with this asset you wouldn’t need both. If it had shader integration like unity SSAO has it would have been killer.

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I am very disappointed with the choices in Unity, when it comes to AO in URP, especially nowadays with Unity 6.x

idk, I bought HBAO and and it just doesn’t fill holes. It’s not precise enough. :atest Htrace brings Render Graph to throw 23 errors and then there is emptiness… nothing. I couldn’t find any good solution on Github as well. The only AO addon I always liked is the one Kino AO from Keijiro. However, this was once done for the Built-in. But man this one was flexible when you expanded the ranges inside the script. You were able to use it to fill mini holes and to get super super wide AO between idk, even 500 units/meters. As I said if you expand the range of the radius inside the script.

However, is there anywhere a good URP Unity 6 solution, which Idk?

we are planning an Addon for URP soon :wink:

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