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