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Question SSGI/SSAO and Custom Passes

Discussion in 'High Definition Render Pipeline' started by gewl, Jan 30, 2022.

  1. gewl

    gewl

    Joined:
    May 19, 2016
    Posts:
    95
    Since HDRP doesn't have performant camera stacking, I've been using a variation of a custom pass that alelievr wrote here to render foreground objects after the main camera's render (by rendering from another, disabled camera). I'm using this for both 'FPS hands' and for a layer of 3D objects/meshes that make up my UI.

    When I have these passes set to the After Post Process injection point, SSGI and SSAO seem to render after them and not take them into account, making them look a little transparent (since colors/shadows from the main camera's render are showing through them). Setting them to Before Post Process seems to resolve this, but then the TAA ghosting on those objects is absolutely out of control.

    I'm pretty new to this ecosystem; is there a silver bullet solution I'm missing?

    Thanks!
     
    OBiwer and firelight_jaden like this.
  2. firelight_jaden

    firelight_jaden

    Joined:
    Aug 9, 2022
    Posts:
    5
    I am also running into this issue and just wanted to see if you have had any luck finding a solution in the year since you created this post? Thanks!
     
  3. OBiwer

    OBiwer

    Joined:
    Aug 2, 2022
    Posts:
    61