I was able to finally get the post processing working by creating a separate gameobject in the scene with a volume component (it wouldn’t work if placed on the camera object) but still no SSAO is displaying.
My camera is set to the default renderer.
Camera component has post processing checked.
There is a global volume in the scene. (Does this need SSAO override on it? cuz there is no option for that in the override section)
My renderer data asset has a SSAO option added from clicking on the “Add Renderer Feature”.
Is there anything I’m missing?
EDIT: I was able to get it working on BIRP with the post processing v2 package but haven’t been able to get it to work in URP yet.
Hmm, I think it might be working actually? It’s just barely visible. When the camera gets all the way up to a crease I can see a very slight shadow on the texture as seen in the image. I’ve been playing around with the SSAO settings and it never changes though. Perhaps its some kind of setting on the volume or the camera?
EDIT: I haven’t been able to get it working. Is it possible to just disable it in URP and use the post processing v2 package?
Ok I found it works when you check “After Opaque”. Why isn’t that option checked by default
Bad news is… it looks like crap. lol
How come we can’t use the v2 post processing with URP? It just works, and it looks amazing. I’ve been playing around with the settings in URP but it looks horrendous.