To enable ambient occlusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
See in Glossary in the Universal Render Pipeline (URP), you must use:
Note: You need both the Renderer Feature and the Volume Override for ambient occlusion to work.
The Renderer Feature has no properties of its own. URP controls ambient occlusion entirely through the Volume Override. The Renderer Feature displays the settings from earlier URP versions as read-only values, under Settings (Reference Only), so that you can copy them into a Volume Override.
When you upgrade a project, URP copies those settings into the Default Volume Profile. It sets Mode to SSAO and Quality to Custom, so that your project keeps the look it had before you upgraded.
To enable ambient occlusion on a Universal Renderer, follow the steps in Add a Renderer Feature to a URP Renderer. In step 2, select Screen Space Ambient Occlusion.
Cameras that use this renderer can now render ambient occlusion.
To control how ambient occlusion looks in your scene:
Any camera that uses the renderer, and that the volume affects, now renders ambient occlusion.
To choose between the two ambient occlusion algorithms, refer to Ambient occlusion modes in URP. For a description of each property, refer to the Screen Space Ambient Occlusion Volume Override reference for URP.