► Vertex Ambient Occlusion Generator ◄

Available on the Asset Store.

Editor and runtime tool for generating mesh ambient occlusion per-vertex and baking it inside vertex color.

Editor tool supports all render pipelines.
the runtime API currently supports only Built-in and Universal RP.

Before purchasing check documentation for better understanding how tool works and what limitations it has and this editor tool, to try it on your mesh and check AO calculation speed.

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Submitted, waiting approval.

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1 Like

Good new. Waiting for. :sunglasses:
What about the price?

Price: 15$

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Deal …

Edit :
Can you post a picture with the ‘Dirt Texture Option’ activate?

2317509--156256--dirt texture.png
Mask With Alpha - Is a dirt texture strength measured by texture alpha.

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Oh sorry, my bad : i mean a result picture (statue, teapot) with a Dirt Texture activated. :sweat_smile:
Nevermind. I’ve faith in your product. :stuck_out_tongue:

Shadow strength defines dirt texture visibility.

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Hi,
You’re mentioning this is also included with Mesh Materializer.
But I can not find “Occlusion Render” option in Mesh Materializer.
Is this feature only available on this asset or an update is coming to MM with “Occlusion Render” feature?

Occlusion Render solver will be added to Mesh Materializer in coming update.
Raycast solver is already there.

Edit:
Ambient occlusion and indirect lighting generator will be the same as in Mesh Materializer.
All features added to this plugin will be added to Mesh Materializer too.

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Very nice.

Released!


2338530--158089--per-vertex ambient occlusion and indirect ligthing generator store.png

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Nice. On my ‘month-buying-list’ :sunglasses:

Hurry up, price will increase on 1 of November.

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Hello, I just picked up your vertex AO baker, and have a problem. Say I have a bunch of copies of an object in the scene, like this:
Imgur

And I bake AO on it - instead of every instance getting its own values, they all share the values of the first one:
Imgur

Which is obviously broken.

I notice that if I combine them into a single mesh, then they work:
Imgur

But I need them to be separate. Is this a bug? Is there a workaround?

Thanks,
Ocean

It is not broken :wink:
In your case you need to change Mesh Asset Name property to some with (ID).
For example: (meshName)_(ID).

By default it’s set to (AO)_(meshName) - it means that generated meshes (not main prefab asset) will have original mesh name with AO prefix.
If in target selection are multiple meshes with same name - each one will overwrite previous inside save folder.
Property with (ID) prefix/suffix will prevent it. As every object in Unity has unique ID, converted meshes will have also unique names and will not overwrite each other inside save folder.

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That works great! Thank you, it’s an excellent tool!

Looks good, +1 for runtime support for procedural stuff. What will the new price be if I may ask?

Price will be changed on 1st of November with 25$.

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Deal at $15. Thanks. But $25 still a good price. :sunglasses: