MobileSSAO View on Asset Store (opens in new tab)

Package details

Latest version
1.1.3
Last updated
First released
Unity version
2022.3.30 or later
Package size
342.8 MB
Files
275
Favorites
27
Views in the past week
14

Price tracking

Last checked
Tracked since
Lowest recorded
$12.50 on

Keywords

MobileSSAO

by SmallBurger (opens in new tab)

1 rating, too few to average

Mobile SSAO, using Multiple Render Targets (MRT), avoids extra passes by capturing normals in a single render. This optimization reduces workload, crucial for mobile performance.

Price $30.00

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for MobileSSAO, 6 months Current $30.00; lowest $30.00; highest $30.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 1.1.3 released 9 Oct 2026 v1.1.3

Asset preview

1 / 9

MobileSSAO screenshot 1

MobileSSAO screenshot 1

About this asset

SSAO (Screen Space Ambient Occlusion) is a specialized technique designed to enhance visual quality in real-time graphics by adding subtle shadows and depth to scenes, making them appear more realistic. The traditional SSAO approach typically relies on screen space normals, which are used to calculate occlusion effects. However, generating these normals usually requires a separate normal pre-pass, necessitating an extra rendering of objects. This extra step can significantly impact performance, particularly on mobile platforms with limited processing power and resources.

The Mobile SSAO plugin addresses this performance issue by leveraging Multiple Render Targets (MRT) technology. MRT allows the rendering of multiple outputs (such as color, depth, and normals) in a single rendering pass. By using MRT, Mobile SSAO can capture the necessary normal information without needing an additional rendering pass for the normal pre-pass. This optimization reduces the overall rendering workload, which is crucial for maintaining high performance on mobile devices.

Here's a more detailed breakdown of how Mobile SSAO improves performance:

  1. MRT Technology: By utilizing MRT, the plugin captures all required data (color, depth, normals) in a single rendering pass. This eliminates the need for a separate normal pre-pass, thus saving computational resources and time.
  2. Performance Optimization: The reduction in the number of rendering passes directly translates to improved performance. On mobile devices, where GPU and CPU resources are limited, this optimization helps maintain smooth frame rates and responsiveness.
  3. Quality Retention: Despite the performance gains, Mobile SSAO maintains high visual quality by ensuring accurate normal data is available for the SSAO calculations. This balance between performance and quality is essential for mobile gaming and real-time applications.
  4. Simplified Rendering Pipeline: Integrating SSAO into the existing rendering pipeline using MRT simplifies the overall rendering process. This streamlined approach reduces the complexity and potential overhead associated with additional rendering passes.
  5. VR / XR test: added (OpenXR, stereo rendering verified with Mock Runtime). Experimental XR API integration (Not VR Ready)

In summary, Mobile SSAO's use of MRT technology to combine multiple outputs into a single pass addresses the performance challenges of traditional SSAO on mobile platforms. By avoiding the need for a separate normal pre-pass, it significantly enhances performance while maintaining the visual quality required for realistic ambient occlusion effects. This makes it a valuable tool for developers aiming to achieve high-quality graphics on mobile devices without compromising on performance.

Note: Due to Unity’s rendering behavior on GLES, MSAA must be disabled when using this plugin. For anti-aliasing, please use a post-processing method instead (e.g., FXAA).

From the publisher's Asset Store listing.

Technical details

  1. Use the MRT technique to capture surface normals.
  2. Provide the tint color to adjust the color of SSAO.
  3. Provide the DirectLightingStrengthWeight parameter to control each object's ambient occlusion effect on direct lighting.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.2f1 Not listed Compatible Not listed
6000.0.62f1 Not listed Compatible Not listed
6000.0.53f1 Not listed Compatible Not listed
2022.3.62f3 Not listed Compatible Not listed
2022.3.33f1 Not listed Compatible Not listed
2022.3.30f1 Not listed Compatible Not listed

As listed on the Asset Store.