Screen Space Ambient Occlusion and Transparency

Shouldn’t there be a dropdown on the SSAO Renderer Feature to select when you want to insert the effect?

Drawing ambient occlusion after transparency looks terrible:

Unity 2021.1.0f1

We ran into this issue a while back. I think what was going on was that any transparent shader that has the multi compile for screen space AO would also sample the AO texture. Since we were already modifying URP source our solution ended up being disabling AO during transparency rendering from within the DrawObjects render pass. I think you can do the same thing we did without modifying source with a custom scriptable render feature that disables SSAO just before rendering transparents.

Thanks for your response.

I’ll just stick with the one from the Asset Store then that works without having to hack it.

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Hey!
That’s a bug. Going to take a look today and see if I can find a solution for it.
Thanks for letting us know.

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Yesterday I came across the same issue. Turns out I already had a material postprocessor for everything in my scene, so ended up having to disable the _SCREEN_SPACE_OCCLUSION and DepthNormals pass for all transparent materials to hopefully fix it.

Have you found a fix for it yet?

https://github.com/Unity-Technologies/Graphics/pull/4025 looks like that will be the official solution. Essentially a new shader feature that gets enabled for transparent surfaces and if it is enabled then SSAO is not applied.

Is the fix not coming to 2021.1?