Visuals Settings
Intensity
Guides the final intensity of the ambient occlusion, higher values result in darker ambient occlusion. *
For HDRP this corresponds to the Intensity of the SSAO override. For URP this corresponds to the Intensity of the SSAO renderer feature.
Performance impact: none

Max Ray Bias (RTAO / URP)
Controls the maximum ray bias (offset) from a surface. This parameter allows to avoid self-intersection with geometry and is especially useful when Unity's TAA is active.
Thickness (SSAO / GTAO)
Control the thickness of the surfaces on screen. Because the screen-space algorithms can not distinguish thin objects from thick ones, this property helps trace rays behind objects, treating them uniformly.
Performance impact: insignificant

World Space Radius (GTAO / RTAO)
Defines the maximum distance (in meters) for occluder search. RTAO produces darker results with the same distance due to being more physically correct and not needing a falloff.
For HDRP this corresponds to the Radius / Max Ray Length of the SSAO override. For URP this corresponds to the Radius of the native SSAO renderer feature.
Performance impact: moderate for GTAO and significant for RTAO

Direct Lighting Occlusion (HDRP / URP)
Defines how visible the effect is in areas exposed to direct lighting. It's recommended to use 0 for maximum physical accuracy.
For HDRP this corresponds to the Direct Lighting Strength of the SSAO override. For URP this corresponds to the Direct Lighting Strength of the SSAO renderer feature.
Performance impact: none

Specular Occlusion (RTAO / HDRP)
Defines the level of occlusion applied to the specular lighting component.
For HDRP this corresponds to the Specular Occlusion (undocumented) of the SSAO override when in ray-tracing mode.
Performance impact: none

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