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Question Ambient Occlusion and Subsurface Materials

Discussion in 'High Definition Render Pipeline' started by Bordeaux_Fox, Jun 21, 2020.

  1. Bordeaux_Fox

    Bordeaux_Fox

    Joined:
    Nov 14, 2018
    Posts:
    589
    Hi,

    I'm using HDRP 7.1.4 with Unity 2019.4.0f1 and encountered a very odd behaviour with Ambient Occlusion post processing on materials with Subsurface Scattering.
    Even I have AO with only an intensity of 0.001f it creates way too much shadowing on my leaf meshes using Subsurface Scattering. Also despite enabled High Quality Subsurface Scattering and High Quality AO the result is also very noisy. This looks very wrong to me and I'm not sure if this graphic quality is wanted by design. That is not the quality of "High definition" I expected.

    My solution right now is to disable Ambient Occlusion post processing complety because the visuals just get worse with it. Do I miss any important configuration here or is it not possible to get believable results with AO on vegetation out of the box? And why does AO pop in with so dark and strongs shadows even with an intensity value of 0.001f? There is no soft transition between zero and a very small number. You can either have no AO at all or strong shadowing. But no subtile AO is possible.
     
    Last edited: Jun 21, 2020
  2. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    881
    Hi, do you use 7.1.4 or 7.4.1 ? version

    do you have a screen shots of your artifact and your settings?

    thanks