Class ScreenSpaceAmbientOcclusion
A volume component that holds settings for the ambient occlusion.
Inheritance
Implements
Inherited Members
Namespace: UnityEngine.Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
[Serializable]
[VolumeComponentMenu("Lighting/Ambient Occlusion")]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
public sealed class ScreenSpaceAmbientOcclusion : VolumeComponentWithQuality, IApplyRevertPropertyContextMenuItemProvider
Fields
Name | Description |
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blurSharpness | Modify the non-temporal blur to change how sharp features are preserved. Lower values leads to blurrier/softer results, higher values gets a sharper result, but with the risk of noise. |
directLightingStrength | Controls how much the ambient occlusion affects direct lighting. |
ghostingReduction | Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise. |
intensity | Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas. |
layerMask | Defines the layers that ray traced ambient occlusion should include. |
occluderMotionRejection | When enabled, ambient occlusion generated by moving objects will not be accumulated, generating less ghosting but introducing additional noise. |
radius | Sampling radius. Bigger the radius, wider AO will be achieved, risking to lose fine details and increasing cost of the effect due to increasing cache misses. |
rayTracing | Enable ray traced ambient occlusion. |
receiverMotionRejection | When enabled, ambient occlusion generated on moving objects will not be accumulated, generating less ghosting but introducing additional noise. |
spatialBilateralAggressiveness | Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise. |
specularOcclusion | Controls the influence of the ambient occlusion on the specular occlusion. |
temporalAccumulation | Whether the results are accumulated over time or not. This can get higher quality results at a cheaper cost, but it can lead to temporal artifacts such as ghosting. |
Properties
Name | Description |
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bilateralUpsample | This upsample method preserves sharp edges better, however may result in visible aliasing and it is slightly more expensive. |
denoise | Defines if the ray traced ambient occlusion should be denoised. |
denoiserRadius | Controls the radius of the ray traced ambient occlusion denoiser. |
directionCount | Number of directions searched for occlusion at each each pixel when temporal accumulation is disabled. |
fullResolution | If this option is set to true, the effect runs at full resolution. This will increases quality, but also decreases performance significantly. |
maximumRadiusInPixels | This field imposes a maximum radius in pixels that will be considered. It is very important to keep this as tight as possible to preserve good performance. Note that the pixel value specified for this field is the value used for 1080p when not running the effect at full resolution, it will be scaled accordingly for other resolutions. |
rayLength | Controls the length of ray traced ambient occlusion rays. |
sampleCount | Number of samples for evaluating the effect. |
stepCount | Number of steps to take along one signed direction during horizon search (this is the number of steps in positive and negative direction). Increasing the value can lead to detection of finer details, but is not a guarantee of higher quality otherwise. Also note that increasing this value will lead to higher cost. |