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Issues with SSAO in URP 12.1.2

Discussion in 'Universal Render Pipeline' started by UltraRobot, Jan 19, 2022.

  1. UltraRobot

    UltraRobot

    Joined:
    Dec 6, 2019
    Posts:
    24
    When using Unity 2021.2.7 and URP 12.1.2 I'm getting some issues with the SSAO. If I enable Depth Normals, I get this blurry, swimming noise and banding away from the camera on all surfaces with normal maps. The banding seems to come from the mipmaps on the normalmaps, if I disable mipmaps the noise becomes uniform.
    Example (I'm using an exaggerated SSAO to show the problem):
    upload_2022-1-19_18-13-32.png

    Here's the scene without SSAO enabled:
    upload_2022-1-19_18-25-40.png

    For comparison, here's the same material and SSAO settings in unity 2021.1.17 with URP 10.0
    (Edit: Except this one had Downsample enabled, but that doesn't affect the problem.)
    upload_2022-1-19_18-27-19.png


    Bonus question:
    If I set it to Depth only, that issue goes away, but then models appear faceted. This happens in URP 10 as well, is this a known limitation when not using Depth Normals?
    upload_2022-1-19_18-18-14.png
     
  2. Oxeren

    Oxeren

    Joined:
    Aug 14, 2013
    Posts:
    120
    In newer versions Unity also uses information from normal maps to calculate SSAO (and, well, it is the correct behavior).
    Banding is probably due to lack of trilinear filtering on the texture.
     
    UltraRobot and matt_cauldron like this.
  3. UltraRobot

    UltraRobot

    Joined:
    Dec 6, 2019
    Posts:
    24
    Thanks! Trilinear fixed it. Using that and tweaking to sensible levels made it look pretty ok.