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Virtual Method
17개 사용자 리뷰
FREE
1 - 10 / 17개 표시
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S
Strong Banding issue
2 years ago
SteveKouts버전 1.4.3
Does this still work? Im getting strong banding issue in Unity 2021.3.4f1
이 리뷰가 도움이 되었나요?
0
0
u
yehaa !
2 years ago
uani버전 1.4.3
:) good looking SSAO and varied options for it. I believe its "fast" but the script had room for optimisation I exercised.
이 리뷰가 도움이 되었나요?
0
0
A
DO NOT USE!
2 years ago
AntonCruz97버전 1.4.3
This messed up my entire color scheme and shaders for my project! BE WARNED! This sucks. * I am using the built in render pipleine. This asset actually switched it to a custom one amongst other things. *
이 리뷰가 도움이 되었나요?
2
3
퍼블리셔 답변:
2 years ago에 답변됨
Hi, There's nothing in this asset that would switch your project to a custom render pipeline, change your color scheme (space?) or mess up your shaders. It's just a post-processing effect for the built-in render pipeline, it doesn't concern itself with SRPs or shaders. Not sure why you experienced any of the things you describe, you can contact us at support(at)virtualmethodstudio.com and we'll do our best to help you.
j
Broke post process effects.
4 years ago
joelbb버전 1.4.3
After adding it to my scene camera, as said in the PDF inside the asset, it broke my postprocessing, now I have more work to solve this and revert the effects... Not recommended, at least for URP, may have different result with different setup.
이 리뷰가 도움이 되었나요?
0
8
퍼블리셔 답변:
4 years ago에 답변됨
Simple SSAO is not compatible with SRPs, URP in particular. It only works with the built-in render pipeline.
u
awesome
4 years ago
ubuntunux버전 1.4.3
Thanks. It's a necessary accessory.
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0
0
J
Great for creating a "fake GI" feel
6 years ago
JustZht버전 1.4.3
Excellent quality for both AO and ColorBleeding, however, there are some issues with the Android build on Unity 2019.3, and I hope it can be updated to support URP. Overall a great asset if you target for the desktop platform :-)
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2
1
i
Good but not Awesome
7 years ago
ivangarciafilho버전 1.4.3
(On Unity 2019.1): The performance isn't great at all ... the quality is really good when compared to other solutions on the store like Amplify Occlusion and Horizon Based Ambient Occlusion which both use some multibouncing algorythms to achieve the 1st Bounce of Global Illumination... However, to achieve the Quality offered by this asset or Amplify occlusion or Horizon based Ambient occlusion... they do not offer a good performance and quality when it comes to compute the fake realtime global illumination ... They are all good for ambient occlusion ... but, stacking any screen space reflection or color bleeding algorythm over them (even using the lowest resoluton, many downsamples and lowest steps of raymarching ) offers a much better "fake" global illumination result at higher framerates ... The developer is active and oftenly updating most of it's other assets, but this one got outdated ... not compatible with VR single pass nor LWRP...
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5
1
u
Incredible Ambient Occlusion. Highly Recommended.
7 years ago
unitedone3D버전 1.4.3
Hi there ! Just a 2 cents. I bought this (but can't use it) and was amazed at the quality of the Ambient Occlusion (this is Screen Space Ambient Occlusion/SSAO for short), Unity has one/in its past and current Post-Prod Stack vfx that you can add - the difference? This one is spectacular when you get the settings right; how could I put this in words (I will try), Ambient Occlusion is amount of shading that happens in concave/convex areas where surfaces intersect and creates 'holes/areas that light rays do not reach') so AO helps to enhance this effect by making sure these creases/nooks/crannies/holes are very darkened and 'tight' with shadowing in them. So that you feel an object is 'grounded' because of Ambient Occlusion (the object's surface collides on the floor; at the place where the object 'touches' the floor there will be AO because the 'space/area' around there does not let as much light rays to get there; hence, it should be darkeded (so we understand the object is 'grounded' on the ground; AO helps to ground objects and 'shape' shapes for you can better detect dark 'holes'/areas where shading is darker by less light reaching (for example: mouth lips...without AO, the mouth lips look 'overlit' and we don't feel the lips have a 'crack' (the opening/the two lips sitting on one another); with AO, with can see a 'crease' line in the mouth/at lips so we detect clearly that the lips are a 'tight' crease where light rays don't reach; hence are darkened where each lips surface contacts with one another. The quality and performance of this SSAO is truly great; just look at the second render pic of the primitives in a box cube - with and without AO, a massive difference it makes. Suddenly, the objects look grounded and 'tight' solid/weighty on the floor...not floaty/floating by lack of 'contact shading/shadows'. Plus, this SSAO has an extra bounce layer of indirect light or you can simulate that (that is exactly whta I wanted with this; and it works; the trick is using AO as a GI shader by extending the range of AO so that it 'draws' all over the surfaces (thus, it resurfaces/reshades the whole shading; changing the look). In the second pic, you can clearly see that the primities don't just have AO their shading is behaving differently and mimics GI (Global Illumination shading). With that said, it is how you dial the parameters that it will do more or less AO so it only 'shades' the 'corners/holes/cracks/nooks...' or you extend it and it can shade the entire surfaces of every model in your scene (and that changes the whole look towards a indirect illumination shading feeling). So, it's truly great, I have compared/bought ambient occlusions and this is one, is the best here (there's anotehr one great but working on the HBAO (horizon-based) rather than SSAO (screen-space based); this one here the performance is Great, absolutely no or very lil effect on frame rate. Stable and beautiful (there are several quality parameters, but it looks all very good, even on low quality). Suddenly, you feel the objects, like you can 'touch' them and they sit soldly/tighly in the world..tthanks to AO. Now, I said earlier, I could not/won't use it (but still don't regret the purchase); it's just I found out something else that throws a wrench in figurative cogwheels; or rather, physical Visual cogwheels. Because, the script is 'image effect' on top of your current render...but that's great...except it reduces shading quality (if you use a large-surfacing AO (as I wanted, if you stick just to corners AO, then you can evade the extra shading on other surfaces), but I Wanted the extra-shading of AO to affect Everything...but sadly, I saw that the shading is reduced, up close in a image viewer, I can detect more color banding due to AO...bad, it reduces the color richness of image. Since, image quality depends on image shading quality/color depth/no color banding, then I chose image pixel quality as more important (rather than lighting accuracy/fidelity of rendered scene) and though, it's true, the objects look 'floaty' but the image lookes more real (and for me that is more important, than an image that shows a 'more realistic rendering (objects having AO)'..but the image quality Itself of that rendering representation (the Display Buffer basically) is worse). For 99% people they don't care (it's understandable (..it's just me wishing this and nitpicking)...it's very subtle and almost invisible at the naked eye/only trained eye from upclose can see pixel changes/these subtle micro-tonal changes in pixel shading that affect the final 'look' the image to look 'fake' or 'real' (it's subtle like that, the micro-difference between two images)), but (for me it matters) because I wish to obtain a CGI like image, AO removes that possibility partially for it strips coloring of the buffer when used on all surfaces, making a less image quality in the end (less CGI real pixel color shading 'finish' to image coloring). Think of it like rendering your camera with a Display buffer in 24-bit color, then after applying AO, it goes down to 16-bit color, the game images look faker/less vibrant/color rich (because in 16-bit limited palette coloring (limited color palettes introduce Heavy color banding in the shading/and create a 'gamey' look to images/fake). With all that said and excluding that thing of mine, I highly recommend it for anyone wishing to obtain superb, Fast/stable and accurate AO at great affordable price, you can't wrong. Just a 2 cents.
이 리뷰가 도움이 되었나요?
3
0
r
double side shader not support???
9 years ago
ro-inkyu이전 버전 1.4.1
Does not fully support double-side shaders I used the shader below. Https://www.assetstore.unity3d.com/kr/#!/content/42360
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0
1
퍼블리셔 답변:
9 years ago에 답변됨
Thanks for the review! There's no such thing as a universal "double sided" shader concept. Double sided shaders can be implemented in a variety of ways (changing culling settings, using a second pass with inverted normals...) so it's rather the other way around: that particular double sided shader does not support SSAO effects.
A
Beautiful SSAO; color bleed is heavy but worth it
9 years ago
ArtisticSliz이전 버전 1.3
First off, it's gorgeous, rivaling the best systems once you've tweaked the setting to your needs. This system provides a lot of customization, which is great for creators in mobile and desktop apps. 2 samples with downsampling will look great on most systems, and 6-8 samples rock on the BFG systems, but is largely unnecessary with the right lighting settings, in much the same way that is 16xAA. - Second, the color bleed is a fantastic halfway point to SSRR, but in mediocre hardware costs something like 10fps. With the right settings, you can get a very basic color bleed, but don't go into this thinking you'll get quality GI-style bleeding on mobile platforms. If you check out your video card on www.videocardbenchmark.net, you're going to need a card with at least 1700 marks to get quality out of the bleed solution without dipping below 30fps. However, mixed with Enlighten or another GI solution, this brings SERIOUS subtlety to the render. It's something you don't even realize is missing until you see what it does to your complex scenes, just like the first jump to SSAO can be for artists. Overall, a damned good product for the money, but I'm hoping to see some improvement in the efficiency, perhaps by way of integrating with other assets more closely, so they can use the same buffers, etc.
이 리뷰가 도움이 되었나요?
2
0
퍼블리셔 답변:
9 years ago에 답변됨
Thanks for your detailed feedback. We will look into that as soon as we can!
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