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Let's be clear for other people reading: IT WORKS. You asked how to 'exclude your grass from having AO' and that's what happens. But now you get...
Well, the starting point is to create your own shadergraph lit shader. Once done and satisfied with how the material look all you have to do is...
I"m not so sure... All I know is that the builtin pipeline HBAO works fine with Quest 2. It's possible that you get SSAO functionality from lit...
You should not use both SSAO and HBAO at the same time for doing lit AO. Also you need to ensure that the dummy renderer asset you created is set...
Unity is tripping SSAo functionality from lit shaders... Please take a look at this post for a workaround:...
Like any SSAO solution HBAO is a screen space effect so it's not possible, unless you are using URP and HBAO LitAO feature as URP allows to...
Nothing changed, the demo still uses such script to control HBAO.
Good point, yeah I'll also add this check in the beginning of OnCameraSetup override. This optimization will be short lived anyway as in 2023.3...
I'm really sorry but the asset has a minimal requirement that is clear. If you have a serious project what prevents you to move forward and...
Which Unity version number exactly?
I did an exception for this one, but usually I never give any support for beta or alpha... Fixed in 3.5.5. They added global samplers name...
You need to unpack embedded URP package again.
I fixed in version 3.5.4 I'm really sorry dear customers, it was really simple fix but I had not received any email notication from Unity in the...
You can do an early depth test and clipping: in the beginning of your fragment shader you read depth at your pixel, then if above max distance you...
I have no PS4/PS5 devkit so that I can try if the shader compiles fine on those platforms. Please navigate to "Assets/Horizon Based Ambient...
This is where HBAO is injected on HDRP. Volumetric Fog is part of sky hence is drawn before this injection point.
I tried a build with this Unity/URP version and the SSAO renderer data workaround and it works just fine. The HBAO pass is always there, that's...
Bump. The issue (on URP) is that SSAO functionality is stripped out from shaders when buitlin SSAO renderer feature is not attached to a used...
The workaround is available in this post:...
Just pushed a new version for compatibility with 2023.2. I'm sorry for the inconvenience... Please update to the latest HBAO version and it will work.