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Question Has the stripping issue of "directAO" and "indirect AO" been fixed yet?

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by sacb0y, May 24, 2023.

  1. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    805
    My favorite feature of the last couple years is the shader implementation of AO. It's extremely useful and looks awesome. That kind of psot process to material setup is amazing, would be cool to see more of that.

    But there's been a shader stripping issue reflected here...

    https://forum.unity.com/threads/hor...hbao-image-effect.387374/page-23#post-8817862

    https://forum.unity.com/threads/hor...hbao-image-effect.387374/page-22#post-8333814

    Far as I'm aware this still hasn't been fixed.

    It would be great if this kind of thing could be avoided in the future. There's been plenty of cases where unity didn't consider other asset may want to use these features. Like not exposing the focus distance in cinemachine (though I think that one's been fixed).

    I'm sure with coexistence many thing like this could pop up.

    At the very least I hope this post created awareness.
     
  2. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    805
  3. jimmikaelkael

    jimmikaelkael

    Joined:
    Apr 27, 2015
    Posts:
    783
    Bump.

    The issue (on URP) is that SSAO functionality is stripped out from shaders when buitlin SSAO renderer feature is not attached to a used renderer data. So it is like no one will ever use a custom or 3rd party SSAO solution.
     
  4. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    805
    Still never got an answer for this :<