Frequently Asked Questions

If you haven't found the answer to your question in the list, feel free to contact us via Discordarrow-up-right or any other communication channel.

Q: Can I use it with HTrace SSGIarrow-up-right / WSGIarrow-up-right assets? A: Yes. These assets are fully compatible and work well with each other. If you're experiencing issues with importing them to the same project, check this section.

Q: Does it support Forward / Forward+ / Deferred / Deferred+ rendering path ? A: Yes. All of these rendering paths are supported and produce near-identical visual results in terms of ambient occlusion in both pipelines.

Q: Can I use custom shaders with this asset ? A: Yes, if they are Shader Graph shaders. Custom hand-written shaders will also work, as long as they output valid Depth, Normals, and Motion Vectors data, if necessary, via the respective shader passes.

Q: Do I need an RTX GPU to use it ? A: RTAO mode requires compatible hardware and API, refer to this section for more information. GTAO and SSAO modes do not require special hardware.

Q: Is it fast ? A: HTrace Ambient Occlusion provides many performance controls that allow vast scalability, ranging from maximum performance to maximum visual fidelity. It's not possible to provide exact numbers as they depend heavily on hardware, scene complexity and frame resolution.

Q: Does it work on mobile devices? A: It's untested.

Q: Does it work with VR? A: Single pass VR is supported for HDRP. However, URP does not support VR at the current moment.

Q: Does it work with Apple devices (Metal) ? A: GTAO and SSAO modes work on Metal API. RTAO mode doesn't as Unity doesn't support ray-tracing on Metalarrow-up-right.

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