BakeAO is a plugin that lets you bake ambient occlusion (AO) textures within Unity in just a few clicks. Below is a quick breakdown of what BakeAO does, why it’s useful, and how you can try it out.
Why you should use ambient occlusion?
Ambient occlusion adds depth and realism to 3D models, making them look grounded and visually rich. With BakeAO, you can instantly see the difference AO makes in model quality: shadows in crevices, better light depth, and a more natural look overall. Check out the before-and-after examples to see the results.
What BakeAO does exactly?
BakeAO can generate AO texture for each model within Unity. This reduces the need for external software and streamlines your workflow. With BakeAO, you can:
- Bake AO textures with minimal setup
- Customize settings per model as needed
- Work entirely within Unity for faster iteration
In the asset store page there is a short video showing how BakeAO works. You’ll see the process from setup to AO baking in just a few clicks.
Why bake AO instead of using postprocess?
Screen Space AO roughly estimates how AO should look, based on the data on the screen, using more GPU resources. Baked textures, on the other hand, always contain more realistic and accurate data that is cheaper to apply.
Compatibility
- Unity Versions: Compatible with Unity 2021.3 and newer.
- Render pipelines: Textures can be baked in each pipeline, but BakeAO component is supported only in built-in and URP.
- Supported OS: Works on Windows and macOS.
- Limitations: See Known issues, limitations and work in progress section of the documentation
- Project adjustments: Requires to use provided shaders or to modify custom shaders. Required modifications are explained in See Custom Shaders section of the documentation
Short history of the plugin
I’m a big fan of “coding adventures,” and over three years ago, I prototyped ambient occlusion baking in Unity during one of these “late-night” experiments. After that, it got lost in my folder of shame unfinished projects.
Over a year ago, I stumbled across it again and was amazed that it actually worked. That’s when I realized it could be something useful for other developers and that it deserved a full release. Since then, I’ve put around 500 hours of my free time into it, mostly getting sidetracked by other “coding adventures” polishing the baking algorithm and refining the UX.
My goal from the start was to create an asset that is easy to use, provides great value, and offers a learning opportunity for developers. I’m not a fan of hidden code, so BakeAO’s source code is fully accessible; there are no obfuscated elements or DLLs and everything is written using the Unity API.
BakeAO is my first personal project of this scale, and I’m excited to finally ship it. I won’t stop here, as I plan to continue improving the plugin over time. I hope it helps you create better-looking games.
Launch Offer, -50% SALE
BakeAO is 50% off for the first two weeks. If you’re interested, grab it now and try it out at a reduced price!
Quick beg for reviews
If you find this asset useful, please remember to leave the review. If you find the asset to be unhelpful, please don’t leave a review. I mean, ask me for a support first.









