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SSAO
Vladislav Kantaev edited this page Oct 30, 2023
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- In the project window, right click and select
Create/Toon RP/Extensions/SSAO
. - Go to your pipeline asset and add the newly created asset to the
Extensions
list.
📝 Note:
SSAO
requires Depth Normals Pre-Pass.
SSAO (Screen-Space Ambient Occlusion) simulates light not being able to pass into highly occluded areas of geometry.
Parameters:
-
Radius
: high radius makes the effect cover more area around geometry intersections, but decreases general accuracy. -
Power
: intensity of the effect. -
Kernel Size
: the number of rays shot per-pixel. Higher values improve accuracy but greatly reduce performance. -
Resolution Factor
: internal SSAO texture's resolution in relation with the rendering resolution. Not recommended to have it as 1 (native resolution). -
Threshold
,Smoothness
: parameters of the ramp applied to the result. -
Pattern
: pattern texture applied on top of the result that allows making more stylized lighting.- Example pattern texture:
-
Pattern Scale
: UV used to sample the pattern is based on world-space position of a given pixel. Scale allows controlling the tiling of the pattern per-axis.
💡 Tip: when using a pattern texture, the resolution and kernel size can be decreased since the pattern masks many noise/aliasing patterns.
SSAO Off | SSAO On | SSAO On + Pattern |
---|---|---|
Getting Started
Platform Support
Lighting and Shadows
- Global Ramp
- Shadows
- Variance Shadow Maps (VSM)
- Soft Shadows
- Additional Lights
- Additional Light Shadows
- Tiled Lighting (Forward+)
- Blob Shadows
- Fake Additional Lights
- Baked Lighting
Render Quality
Miscellaneous
Post-Processing
- Post-Processing Stack
- Bloom
- Inverted Hull Outline
- Screen-Space Outline
- SSAO
- Motion Blur
- Sharpen
- Light Scattering
Making Custom Shaders
Debugging