#Ambient Occlusion texture and Emission in HDRP

1 messages · Page 1 of 1 (latest)

mild briar
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Hey, I'm working in HDRP and I have some materials using the Lit shader that uses Ambient Occlusion and Emission textures. In the documentation there's a note saying that AO affects emission in deferred rendering. I'm king of okay with it, but the result produced is absolutely unusable in it's current state : as soon as there's an emission value above zero, a weird behavior appears and it looks like the ambient occlusion texture is (almost) being ignored.

Anyone got a clue or a workaround for that ?

summer plume
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What does your AO map look like, and where did you assign it ?

mild briar
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The AO is baked from substance and set in the G chanel of the mask map :

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The shader is just the HDRP Lit Shader with nothing fancy used (base map, mask map and normal map)

summer plume
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Hum, indeed something seems broken here when the emissive texture and AO "interact".
I'll submit a bug report.

summer plume
mild briar
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I can create a repro project if it helps