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    Class ScreenSpaceAmbientOcclusion

    A volume component that holds settings for the ambient occlusion.

    Inheritance
    object
    Object
    ScriptableObject
    VolumeComponent
    VolumeComponentWithQuality
    ScreenSpaceAmbientOcclusion
    Implements
    IApplyRevertPropertyContextMenuItemProvider
    Inherited Members
    VolumeComponentWithQuality.quality
    VolumeComponent.active
    VolumeComponent.displayName
    VolumeComponent.parameters
    VolumeComponent.Override(VolumeComponent, float)
    VolumeComponent.SetAllOverridesTo(bool)
    VolumeComponent.GetHashCode()
    VolumeComponent.AnyPropertiesIsOverridden()
    VolumeComponent.Release()
    VolumeComponent.TryGetRevertMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceTerm()
    VolumeComponent.TryGetApplyMethodForFieldName(SerializedProperty, out Action<SerializedProperty>)
    VolumeComponent.GetSourceName(Component)
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
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    Object.GetInstanceID()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
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    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
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    Object.FindAnyObjectByType<T>(FindObjectsInactive)
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    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    [VolumeComponentMenu("Lighting/Ambient Occlusion")]
    [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
    public sealed class ScreenSpaceAmbientOcclusion : VolumeComponentWithQuality, IApplyRevertPropertyContextMenuItemProvider

    Fields

    blurSharpness

    Modify the non-temporal blur to change how sharp features are preserved. Lower values leads to blurrier/softer results, higher values gets a sharper result, but with the risk of noise.

    Declaration
    public ClampedFloatParameter blurSharpness
    Field Value
    Type Description
    ClampedFloatParameter

    directLightingStrength

    Controls how much the ambient occlusion affects direct lighting.

    Declaration
    public ClampedFloatParameter directLightingStrength
    Field Value
    Type Description
    ClampedFloatParameter

    ghostingReduction

    Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise.

    Declaration
    public ClampedFloatParameter ghostingReduction
    Field Value
    Type Description
    ClampedFloatParameter

    intensity

    Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas.

    Declaration
    public ClampedFloatParameter intensity
    Field Value
    Type Description
    ClampedFloatParameter

    layerMask

    Defines the layers that ray traced ambient occlusion should include.

    Declaration
    public LayerMaskParameter layerMask
    Field Value
    Type Description
    LayerMaskParameter

    occluderMotionRejection

    When enabled, ambient occlusion generated by moving objects will not be accumulated, generating less ghosting but introducing additional noise.

    Declaration
    public BoolParameter occluderMotionRejection
    Field Value
    Type Description
    BoolParameter

    radius

    Sampling radius. Bigger the radius, wider AO will be achieved, risking to lose fine details and increasing cost of the effect due to increasing cache misses.

    Declaration
    public ClampedFloatParameter radius
    Field Value
    Type Description
    ClampedFloatParameter

    rayTracing

    Enable ray traced ambient occlusion.

    Declaration
    public BoolParameter rayTracing
    Field Value
    Type Description
    BoolParameter

    receiverMotionRejection

    When enabled, ambient occlusion generated on moving objects will not be accumulated, generating less ghosting but introducing additional noise.

    Declaration
    public BoolParameter receiverMotionRejection
    Field Value
    Type Description
    BoolParameter

    spatialBilateralAggressiveness

    Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise.

    Declaration
    public ClampedFloatParameter spatialBilateralAggressiveness
    Field Value
    Type Description
    ClampedFloatParameter

    specularOcclusion

    Controls the influence of the ambient occlusion on the specular occlusion.

    Declaration
    public ClampedFloatParameter specularOcclusion
    Field Value
    Type Description
    ClampedFloatParameter

    temporalAccumulation

    Whether the results are accumulated over time or not. This can get higher quality results at a cheaper cost, but it can lead to temporal artifacts such as ghosting.

    Declaration
    public BoolParameter temporalAccumulation
    Field Value
    Type Description
    BoolParameter

    Properties

    bilateralUpsample

    This upsample method preserves sharp edges better, however may result in visible aliasing and it is slightly more expensive.

    Declaration
    public bool bilateralUpsample { get; set; }
    Property Value
    Type Description
    bool

    denoise

    Defines if the ray traced ambient occlusion should be denoised.

    Declaration
    public bool denoise { get; set; }
    Property Value
    Type Description
    bool

    denoiserRadius

    Controls the radius of the ray traced ambient occlusion denoiser.

    Declaration
    public float denoiserRadius { get; set; }
    Property Value
    Type Description
    float

    directionCount

    Number of directions searched for occlusion at each each pixel when temporal accumulation is disabled.

    Declaration
    public int directionCount { get; set; }
    Property Value
    Type Description
    int

    fullResolution

    If this option is set to true, the effect runs at full resolution. This will increases quality, but also decreases performance significantly.

    Declaration
    public bool fullResolution { get; set; }
    Property Value
    Type Description
    bool

    maximumRadiusInPixels

    This field imposes a maximum radius in pixels that will be considered. It is very important to keep this as tight as possible to preserve good performance. Note that the pixel value specified for this field is the value used for 1080p when not running the effect at full resolution, it will be scaled accordingly for other resolutions.

    Declaration
    public int maximumRadiusInPixels { get; set; }
    Property Value
    Type Description
    int

    rayLength

    Controls the length of ray traced ambient occlusion rays.

    Declaration
    public float rayLength { get; set; }
    Property Value
    Type Description
    float

    sampleCount

    Number of samples for evaluating the effect.

    Declaration
    public int sampleCount { get; set; }
    Property Value
    Type Description
    int

    stepCount

    Number of steps to take along one signed direction during horizon search (this is the number of steps in positive and negative direction). Increasing the value can lead to detection of finer details, but is not a guarantee of higher quality otherwise. Also note that increasing this value will lead to higher cost.

    Declaration
    public int stepCount { get; set; }
    Property Value
    Type Description
    int

    Implements

    IApplyRevertPropertyContextMenuItemProvider
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