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Does new URP SSAO have to use pre-z pass?

Discussion in 'Universal Render Pipeline' started by Middle-earth, Sep 14, 2021.

  1. Middle-earth

    Middle-earth

    Joined:
    Jan 23, 2018
    Posts:
    83
    I notice SSAO in new URP has put before rendering opaque objects.And calculating SSAO must need the CameraDepthTexture.However in forward rendering,there is no CameraDepthTexture before rendering opaque objects.
    So does scene objects need a pre-z pass to get a CameraDepthTexture?If unity let us do this to use SSAO,that's very expensive for a complicated scene.
    Another way,can I blit a new CameraDepthTexture for SSAO from last frame's CameraDepthTexture?Because I think that will be more cheap.
     
    Last edited: Sep 14, 2021