> 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/v1/settings-and-properties/visuals-settings.md).

# 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](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/reference-ambient-occlusion.html#:~:text=properties%20section%20below.-,Intensity,-Use%20the%20slider) of the SSAO override.\
For URP this corresponds to the [Intensity](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/ssao-renderer-feature-reference.html#:~:text=impact%3A%20Insignificant.-,Intensity,-This%20property%20defines) of the SSAO renderer feature.

*Performance impact: none*

{% tabs %}
{% tab title="Intensity 1 \[GTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FDZ0FZwllgc92k3qH50c2%2FImage%20Sequence_086_0000.png?alt=media&amp;token=dabc0ad8-6be9-46a3-a828-ae6ae21ae2bc" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Intensity 3 \[GTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2F7YHtSAF7QBP4v9NM9kW4%2FImage%20Sequence_087_0000.png?alt=media&amp;token=f03b5b0d-816d-4483-8f86-81d1aa7d3b2f" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## 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*

{% tabs %}
{% tab title="Thickness 0 \[GTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2F5YBd8oteIdQJUYsUAelj%2FImage%20Sequence_088_0000.png?alt=media&amp;token=a1397d9a-7604-4235-8d24-4d0e1a8bb519" alt=""><figcaption><p>Visibility Bitmasks enabled</p></figcaption></figure>
{% endtab %}

{% tab title="Thickness 1 \[GTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FEkXtjFQ5XViRsyUUWnd0%2FImage%20Sequence_089_0000.png?alt=media&amp;token=f6caf049-afdd-426e-a499-dbfda6930e7f" alt=""><figcaption><p>Visibility Bitmasks enabled</p></figcaption></figure>

{% endtab %}

{% tab title="Thickness 0 \[SSAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FaNmCmsnKRlNYTI8OmmBY%2FImage%20Sequence_090_0000.png?alt=media&amp;token=06307685-7a07-47c6-a1b6-a77f419fba41" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Thickness 1 \[SSAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2Fz6pjOEv13V1xqdEX0QSl%2FImage%20Sequence_091_0000.png?alt=media&amp;token=64dfbc5d-9e54-412c-a6e1-240d6dc86b28" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## 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.&#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) / [Max Ray Length](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/reference-ambient-occlusion.html#:~:text=%2D-,Max%20Ray%20Length,-Controls%20the%20maximal) 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 for GTAO and significant for RTAO*

{% tabs %}
{% tab title="Radius 0.5 \[GTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FhzRh5ROhSfemdttilQU1%2FImage%20Sequence_094_0000.png?alt=media&amp;token=09cc8600-80d6-4e76-9569-15bd4ba4f61e" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Radius 5 \[GTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2Fne9d1bwuZ77jSI7kxUcj%2FImage%20Sequence_095_0000.png?alt=media&amp;token=0e673920-0834-4748-b0e7-09dcb534f5d8" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Radius 0.5 \[RTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2F2tDlRwa6pKiphoeVmAPk%2FImage%20Sequence_097_0000.png?alt=media&amp;token=519a4338-4565-4468-9202-ef2e3306d483" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Radius 5 \[RTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FcguWfKOCjyMHx9g13oJu%2FImage%20Sequence_098_0000.png?alt=media&amp;token=51a84c77-4ecd-4519-bfb6-40803c9600d7" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## 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.&#x20;

For HDRP this corresponds to the [Direct Lighting Strength](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/reference-ambient-occlusion.html#:~:text=for%20ambient%20occlusion.-,Direct%20Lighting%20Strength,-Use%20this%20slider) of the SSAO override.\
For URP this corresponds to the[ ](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/ssao-renderer-feature-reference.html#:~:text=on%20the%20application.-,Direct%20Lighting%20Strength,-This%20property%20defines)[Direct Lighting Strength](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/ssao-renderer-feature-reference.html#:~:text=on%20the%20application.-,Direct%20Lighting%20Strength,-This%20property%20defines) of the SSAO renderer feature.

*Performance impact: none*

{% tabs %}
{% tab title="Direct Lighting Occlusion 0 \[RTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2F2K59teSiCbaL1MdM7UOd%2FImage%20Sequence_100_0000.png?alt=media&amp;token=4619c8b1-726a-49d6-a4ee-a9eb94200ebc" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Direct Lighting Occlusion 1 \[RTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FSPow1akJI4F9UDRNqmS9%2FImage%20Sequence_101_0000.png?alt=media&amp;token=3dc9ba2d-d205-40d6-8824-c0b5639d79fc" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Specular Occlusion (RTAO / HDRP)

Defines the level of occlusion applied to the specular lighting component.&#x20;

For HDRP this corresponds to the Specular Occlusion (undocumented) of the SSAO override when in ray-tracing mode.

{% hint style="info" %}
HDRP automatically applies specular occlusion for GTAO and SSAO as well, however the control slider for this feature is exposed only when RTAO mode is enabled.\
\
URP automatically applies specular occlusion for all three AO modes, but the control slider is not available for it.
{% endhint %}

*Performance impact: none*

{% tabs %}
{% tab title="Specular Occlusion 0 \[RTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FKYqHUsPcQ11MOPclua0h%2FImage%20Sequence_102_0000.png?alt=media&amp;token=4622f87f-711b-4887-a2fd-4b0c9601cc10" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Specular Occlusion 1 \[RTAO]" %}

<figure><img src="https://3017530748-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FszttYoG53IivMF9CpimF%2Fuploads%2FyP9k5i8G3O6QxEWiOwbe%2FImage%20Sequence_103_0000.png?alt=media&amp;token=155a892a-122e-4993-b5b6-b49a10195581" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}
