Hey, everyone. I'd love to get your opinion on an image effect I've been working on for Unity. Like many users, I've never been satisfied with Unity's built-in SSAO functionality. I set out to see if I could come up with something that looks better and runs faster. I've made a lot of progress and I'd like to share what I've come up with so far. Here's a test scene rendered at some arbitrary high resolution over 1080p (2372x1335 to be exact). I'll be comparing Unity's built-in SSAO image effect with mine. Here's Unity's SSAO being rendered in 9.2 ms at the highest quality settings I could manage. There's a lot of noise, despite filtering, and high-frequency details are pretty much non-existent due to the large radius. Why can't we have a large SSAO radius and high-frequency details? Here's my SSAO effect in its current state being rendered in 4.3 ms. Because I take a simplified approach to gathering AO samples, many samples can be taken for a low cost. I've also written a more robust calculation that reduces under-occlusion and over-occlusion at a heavier performance cost. There may still be room for further optimization and there is definitely still room for further polish and image-quality improvement. I'm pretty happy with the results so far. In my opinion, it looks much better, and renders at more than twice the speed that Unity's built-in solution does. Let me know what you think! If enough people are interested, I'll consider putting it on the Asset Store. If there's any additional information you'd like about my implementation, feel free to ask me.