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Ambient Occlusion with LWRP

Discussion in 'Image Effects' started by Vallar, Jun 11, 2019.

  1. Vallar

    Vallar

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    Hi all,

    Does AO work with LWRP or is it not supported? If not, any workaround for that?

    Thanks.
     
  2. Cascho01

    Cascho01

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    Not officially supported yet
     
  3. Vallar

    Vallar

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    Any work around?
     
  4. Cascho01

    Cascho01

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    Try Amplify Occlusion from the store, but be very sure that it supports LWRP....
     
  5. Vallar

    Vallar

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    I guess there is no free alternative?
     
  6. Ryiah

    Ryiah

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    See if this one works for you. Just keep in mind it is a year old.

    https://github.com/beinteractive/LWRPAmbientOcclusion

    Other than that you might consider using HDRP instead of LWRP, or just learning to extend the render pipeline since that is the primary purpose behind it being a scriptable render pipeline.
     
  7. Vallar

    Vallar

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    Thanks for the suggestion. I'll check it out. The reason I am using LWRP is Shader Graph. HDRP seems an overkill for the game I am working on -- specially when it is targeting high end devices. The game isn't targeting mobile but between "any device" and "high end devices" there is limited choice. The standard RP doesn't come with Shader Graph. So...
     
  8. Jess_AA

    Jess_AA

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    Did you get this to work? We're using 2019.1.8f1, LWRP 5.16.1, and the scripts wouldn't run. Would love an SSAO solution for LWRP, it's one of the few key things it's missing!
     
  9. Vallar

    Vallar

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    Nope. Tried the Github and had a few errors and it won't run. I long switched back to SRP instead and we're looking into trying Amplify products.
     
  10. sebas77

    sebas77

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    how can this be a thing if the AO is part of the official PP stack?
     
    noio likes this.
  11. G33RT

    G33RT

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    The documentation states that:
    • Compute-based effects by default, including Auto-exposure, Ambient Occlusion (MSVO) and Debug Monitors. You can use these effects in LWRP, but only if your target hardware supports Compute Shaders. If your target hardware does not support compute shaders, Unity disables the post-processing effect at run time.
    REF: https://docs.unity3d.com/Packages/c.../manual/integration-with-post-processing.html

    Which is exactly what I want … but I can't get this to work. Am I missing something?
     
    SgerbwdGwyn and pverflow like this.
  12. castor76

    castor76

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    Yeah would love to find out what's up with it. if Unity is working on it, then when we will be able to check it out.
     
  13. pverflow

    pverflow

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    and i could swear it worked around 2018.1 / 2 they probably broke it again .
     
  14. juliodutracora

    juliodutracora

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    Just migrate my project to LWRP. Have we a date for occlusion work again? Would this fix be in 2019.3?
     
  15. juliodutracora

    juliodutracora

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    +1 waiting occlusion back in tracks for LWRP
     
  16. smithclarkson1

    smithclarkson1

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    That's why I was wondering why it is not working....!
     
  17. smithclarkson1

    smithclarkson1

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    LOL Seriously?
     
    Last edited: Oct 24, 2019
  18. joshcamas

    joshcamas

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    This is one of the core features which is stopping me from switching to USRP. Now that LWRP is being angled to be a replacement for the Standard pipeline, I'm assuming they will be trying to get this working at some point...?
     
  19. angelonit

    angelonit

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    +1 waiting for this to work, hope they get to it soon
     
  20. ria8651

    ria8651

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    I also want Occlusion in LWRP
     
  21. juliodutracora

    juliodutracora

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    Just updated to 2019.3 and occlusion still not working.
     
    Haapavuo likes this.
  22. OLGV

    OLGV

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    +1 wanting AO back, this is basic!

    Can't believed that Unity labelled the Post Processing stack as "verified" though this is incomplete.
    Pleaaaaaaase guys!! stop adding incomplete features... at least stop considering them production ready. At the moment all the Render Pipelines are half backed and incomplete.
     
  23. GoGoGadget

    GoGoGadget

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    +1!

    There's no reason Unity has to limit its AO to a compute-only approach in 2019, when it's trying to target all platforms on the "Universal" render pipeline. I recently implemented a vert/frag Neural-Network Ambient Occlusion, works great on both desktop and new mobile, without any of the incompatibility issues compute causes.
     
    AustinRichards and MattMurch like this.
  24. alfred0809

    alfred0809

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    Last edited: Aug 12, 2020
  25. mseithe

    mseithe

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    Whenever I google an issue I have with Unity, I find a thread started long ago about an issue that has still not been fixed a year (or more) later. AO is in my opinion the most important post processing effect, I don't get why Unity does not support it.
     
  26. hintditte

    hintditte

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    Thanks for the suggestion.