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Volumetric Ambient Occlusion Image Effect

Discussion in 'Assets and Asset Store' started by wilberforce, Aug 29, 2016.

  1. dl290485

    dl290485

    Joined:
    Feb 4, 2018
    Posts:
    160
    * Version: 2017.3.0f3 personal
    * No difference with single or multi pass
    * Vive
    * No difference with deferred or forward rendering
    * I just purchased/installed VAO
    * I don't know what command buffer mode is. I simply added the Volumetric Ambient Occlusions component to the Head/Camera controller.

    I'll also add that there is no difference when viewing with one eye or both. I close one eye and I see the same effect.
     
  2. dl290485

    dl290485

    Joined:
    Feb 4, 2018
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    160
    Actually I found that. I turned it on and off. Tried every option in it's drop down. All the same.
     
  3. dl290485

    dl290485

    Joined:
    Feb 4, 2018
    Posts:
    160
    Just a quick update. I'm still trying to figure out what's going on, but to debug I started a whole new project with nothing added except Steam VR and Volumetric Ambient Occlusions. I didn't touch a single setting or anything, just added the Steam VR camera, the AO, and some cubes to see if it was on or not. No ghosting.

    So I'm pretty stumped at the moment, but it must be something I installed or some kind of graphical setting. It also may be to do with using Newton VR, as that is what I installed on my other projects but not this time (for simplicity sake). I did try disabling the Newton VR control and adding a plain Steam VR in the other project and that didn't help, but for all I know just installing Newton may have done something?

    I guess I will be trying new blank projects with this and that added or not until I find the problem.

    If I figure it out I'll let you know.
     
    wilberforce likes this.
  4. wilberforce

    wilberforce

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    92
  5. castor76

    castor76

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    2,511
    I am very eager to try out the free demo 1.9 that supposed to have better performance! And while sale is on would be great! :D
     
  6. wilberforce

    wilberforce

    Joined:
    Aug 29, 2016
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    92
    I am sorry about the delay with the demo - I was busy finishing new asset that is in review process at the moment and I am focusing on improving VAO further (currently looking at integration with Unity 2018 Scriptable render pipeline and possibly adding an alternative "classic SSAO" implementation into VAO package)

    As of the performance increase between 1.8 and 1.9 - it is real, please see attached screenshot. Measurement was done on my rather old GTX 660 GPU and Unity's Corridor scene. There is about 30% speedup with same (default) settings. Also notice less draw calls (which contributes to performance improvement).

    vao-performance-1.8-vs-1.jpg
     
  7. kblood

    kblood

    Joined:
    Jun 20, 2012
    Posts:
    92
    I am hoping to try out this asset before deciding which SSAO Unity asset to buy... but I keep getting this error:

    InvalidOperationException: Nullable object must have a value.
    System.Nullable`1[System.Int32].get_Value () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Nullable.cs:108)
    Wilberforce.VAO.Demo.VAOEffect.GetUnityVersion ()
    Wilberforce.VAO.Demo.VAOEffect.Start ()

    I am using Unity 2018.1 the newest release version. It says 2018 is supported. I figured it might have been because it was part of a project with a lot of other assets, but I tried making a new project, important the demo asset, and still I just get this error. It does convert scripts when importing it, but I expect that should not be a problem if 2018 is supported?
     
    Last edited: May 5, 2018
  8. wilberforce

    wilberforce

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    Aug 29, 2016
    Posts:
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    Hi,

    this code is only part of a Demo package (which was released before Unity 2018 and it fails to recognize it), full version works without problems in Unity 2018. I am working on a new demo that I hope to release soon.
     
  9. kblood

    kblood

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    Jun 20, 2012
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    92
    That is good to know :)
     
  10. wilberforce

    wilberforce

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    Aug 29, 2016
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    Pre-release DEMO version of new Volumetric Ambient Occlusion version (1.10) is available -
    new version 1.10 will be in the asset store soon. Demo contains all the features but final version will be more optimized for faster build times and possibly contain some bugfixes.

    Get the demo here
     
  11. wilberforce

    wilberforce

    Joined:
    Aug 29, 2016
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    New version (v1.10) has been just released - it features new controls (thickness, borders AO), detail slider, new algorithm option (raycast inspired by Alchemy AO Paper), option to reconstruct normals from depth buffer and bugfixes. Performance has also been improved on some platforms.

    Raycast algorithm can be more suitable or have more performance for some scenes than VAO and you can choose whatever works better.

    Detail slider - when using large radius you can bring back some fine detail with this control.

    Thickness control - enables you to control how far back occlusion reaches from objects

    Borders AO - suppresses occlusion on edges of the screen to prevent flickering

    Normals reconstruction from depth buffer - in case the normals of your objects are wrong or unavailable, you can reconstruct normals from depth buffer to get correct SSAO

    VAO is also now on sale for 50% off !
     
    lightwaterjohn likes this.
  12. DrInternet

    DrInternet

    Joined:
    Apr 6, 2014
    Posts:
    103
    Hello,

    does VAO run any faster than post processing v2 AO? Or is it just about visuals?
     
  13. wilberforce

    wilberforce

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    Aug 29, 2016
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    Hi. It is some time since I did last performance comparison with post processing stack but at that time the VAO was faster. However, Post processing stack AO is (was?) set to 2x downsampling out of the box giving faster speed but much lower quality. VAO also supports downsampling (2x/4x) so for testing it should be set to same value. I am away on holiday now so can't test it at this moment but there is a free demo you can try to see if VAO suits your needs:

    https://projectwilberforce.github.io/vaodemo/

    Performance is also dependent on your scene, how large radius you set and whether you use deferred or forward rendering path.
     
  14. wilberforce

    wilberforce

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    Aug 29, 2016
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    50% off Sale will be ending soon! Get VAO now for reduced price at http://u3d.as/xzs
     
  15. wilberforce

    wilberforce

    Joined:
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    New version (v2.0) has been just released - algorithm has been updated to use temporal accumulation and filtering for much better visual quality and performance

    VAO is also now on sale for 60% off !

    Asset Store Link:
    http://u3d.as/xzs
     
    DrInternet likes this.
  16. florianalexandru05

    florianalexandru05

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    Mar 31, 2014
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    1,756
    Looks interesting, I might buy.
     
  17. aviator9

    aviator9

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    Mar 15, 2015
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    Does this work on the high definition render pipeline?
     
  18. aadityaFF009

    aadityaFF009

    Joined:
    Aug 30, 2018
    Posts:
    4
    Hello,
    I need to use AO in my VR project. So I wanted to ask, is this asset efficient enough to use In a VR project? Will it cause any hiccups? (I'm really tight on performance)
     
  19. wilberforce

    wilberforce

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    Aug 29, 2016
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    Hi,

    yes it does. Feel free to try out our demo before you buy:

    https://projectwilberforce.github.io/vaodemo/
     
  20. Rensoburro_Taki

    Rensoburro_Taki

    Joined:
    Sep 2, 2011
    Posts:
    274
    Hi,

    I bought VAO too for a VR job that I have to finish for a client. I have also ghosting issues on my oculus rift.
    Did you find out what caused this problem?
     
  21. DMinsky

    DMinsky

    Joined:
    May 20, 2012
    Posts:
    30
    Can't find info about compatibility with LWRP/HDRP does VAO support these rendering pipelines?
     
  22. snobalpaul

    snobalpaul

    Joined:
    Jul 17, 2019
    Posts:
    6
    Bought this and it seems to work fine with VR (Oculus Rift S) on Unity 2019.1 inside the Editor, on both the screen and in the headset.

    However it doesn't show up on PC/Standalone builds, with or without the headset. I've put some debug-logging in to double-check that the component is definitely still on the camera and enabled, but it's just not showing any AO like it does in the Unity Editor.

    Anyone else having this issue?
     
    Last edited: Feb 4, 2020
  23. N00MKRAD

    N00MKRAD

    Joined:
    Dec 31, 2013
    Posts:
    210
    I keep getting an error:

    "A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader."

    The effect works fine though. Unity 2019.3.3, Deferred Rendering.
     
  24. unity_1GBzEMW0HhpB6Q

    unity_1GBzEMW0HhpB6Q

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    Hi, does this work with URP our of the box?
     
  25. aunity91

    aunity91

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    May 20, 2019
    Posts:
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    Is this compatible with HDRP ?