Visuals
Fadeout
Defines the distance (in meters) at which the occlusion effect fades out. Setting this value to 0 disables fadeout completely, letting AO be visible at any distance.
Performance impact: none



Intensity
Guides the final intensity of the ambient occlusion, higher values result in darker occlusion output.
- For HDRP this corresponds to the Intensity of the SSAO override.
- For URP this corresponds to the Intensity of the SSAO renderer feature.
Performance impact: none
![Intensity 1 [GTAO]](/ao/v2/assets/Image%20Sequence_041_0000.jpg)
![Intensity 3 [GTAO]](/ao/v2/assets/Image%20Sequence_042_0000.jpg)
Direct Lighting Occlusion
Defines how visible the effect is in areas exposed to direct lighting. It's recommended to use 0 for maximum physical accuracy.
- For HDRP this corresponds to the Direct Lighting Strength of the SSAO override.
- For URP this corresponds to theDirect Lighting Strength of the SSAO renderer feature.
Performance impact: none
![Direct Lighting Occlusion 0 [RTAO]](/ao/v2/assets/Image%20Sequence_100_0000.png)
![Direct Lighting Occlusion 1 [RTAO]](/ao/v2/assets/Image%20Sequence_101_0000.png)
Exclude Receiving [Unity 6000+]
Excludes objects from receiving AO on a per-layer basis via the Rendering Layer Mask. When at least one layer is selected, an additional Intensity slider appears. This slider lets you reduce the AO intensity on the excluded object rather than disabling occlusion entirely. This option is useful for tuning down the effect on meshes that cast overly dark occlusion, such as foliage.
DANGER
In URP this feature is available only in Deferred and Deferrred+ rendering paths.



Performance impact: small