> For the complete documentation index, see [llms.txt](https://ipgames.gitbook.io/htrace-ao/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ipgames.gitbook.io/htrace-ao/settings-and-properties/gtao-settings/gtao-visuals.md).

# GTAO Visuals

## World Space Radius

Defines the maximum distance **in meters** for occluder search.&#x20;

* For HDRP this corresponds to the [Radius](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/reference-ambient-occlusion.html#:~:text=direct%20diffuse%20lighting.-,Radius,-Use%20the%20slider) of the SSAO override.
* For URP this corresponds to the [Radius](#world-space-radius-gtao-rtao) of the native SSAO renderer feature.

*Performance impact: moderate*

{% tabs %}
{% tab title="World Space Radius 0.5" %}

<figure><img src="/files/gWpwcBfTl55Juqjnz8VQ" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="World Space Radius 3" %}

<figure><img src="/files/4raPwoBNm9o0xkZgCZxo" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Screen Space Radius

Defines the maximum occluder search radius **in pixels**. Useful for preserving GTAO visibility at distance, where its [World Space Radius](#world-space-radius) naturally shrinks due to perspective. GTAO automatically uses whichever radius is larger (World Space or Screen Space)  on a per-pixel basis, ensuring the search area never falls below the specified Screen Space minimum.

{% tabs %}
{% tab title="WS Radius 2 + SS Radius 20" %}

<figure><img src="/files/0KEmk2DhYqYvGMELSTWy" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="WS Radius 2 + SS Radius 250" %}

<figure><img src="/files/puzjVEqxlCkhqFMSjfRN" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Exclude Casting <mark style="color:$info;">\[Unity 6000+]</mark>

Excludes objects from **casting** AO on a per-layer basis via the **Rendering Layer Mask**. This feature works by clearing the pixels of excluded objects from the local depth buffer used by HTrace AO (while leaving Unity's original depth buffer intact). Objects excluded via this option are displayed as red in the **Depth** [Debug Mode](/htrace-ao/settings-and-properties/shared-settings.md#debug-mode).

{% hint style="warning" %}
To use this feature, make sure that **Rendering Layers** are enabled:\
\
**HDRP:**&#x20;

▪ Project Settings → Quality → HDRP → Lighting → Rendering Layer Mask Buffer

▪ Camera → Rendering → Custom Frame Settings → Rendering → Rendering Layer Mask Buffer

▪ Project Settings  → Graphics → Pipeline Specific Settings → HDRP → Frame Settings (Default Values) → Camera → Rendering → Rendering Layer Mask Buffer

\
**URP:**&#x20;

▪ Universal Rendering Pipeline Asset → Lighting → Use Rendering Layers
{% endhint %}

{% hint style="warning" %}
Keep in mind that excluding objects does not make other objects behind them visible to screen-space rays, since this operation **only erases** data from the depth buffer but cannot restore the information behind the excluded areas.
{% endhint %}

{% hint style="danger" %}
In **URP** this feature is available only in **Deferred** and **Deferrred+** rendering paths. You can use [Prepass Layer Mask](https://docs.unity3d.com/Manual//urp/urp-universal-renderer.html) in the **Universal Renderer Data** as an alternative.&#x20;
{% endhint %}

*Performance impact: small*

{% tabs %}
{% tab title="No Objects Excluded" %}

<figure><img src="/files/xRcwp8tFiPZjeQ8Vtz2p" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Menu Sign Object Excluded" %}

<figure><img src="/files/W0M1n2VFsD7K96K2tr8u" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Depth Buffer Debug" %}

<figure><img src="/files/HQgvvjIVoOK9JjiWcRGD" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}
