AO Baker
The AO Baker computes ambient occlusion on the GPU in seconds and writes the result to a texture or to a vertex color channel. It is faster than Unity’s built-in CPU baker for hero meshes and supports both per-texel mode (for prop textures) and per-vertex mode (for low-poly meshes that feed AO through vertex colors).
When to use it
- Hero props that need crisp AO without the wait of a CPU bake.
- Low-poly mobile meshes where per-vertex AO is the cheapest route.
- Procedural pipelines that emit fresh meshes — bake on import.
A baked AO map adds contact darkening you cannot get from screen-space cavity alone.
Opening the tool
Window → Genesis → AO Baker. The window opens with a mesh slot, a settings panel, and a live preview.
Workflow
- Set the source mesh — drop a mesh into the source slot, or select a GameObject in the scene and click Use Selection.
- Pick a mode — Per-texel writes a
Texture2D; Per-vertex writes to the mesh’s vertex color alpha channel. - Configure sampling — resolution, sample count, max distance, and falloff curve. Higher sample counts are cleaner and slower.
- Bake — a GPU progress bar runs while the compute shader integrates rays. Output is saved next to the mesh and auto-assigned to the selected Genesis material’s
_OcclusionMapslot if one is targeted. - (Optional) Adjust the Bias and Dilate sliders post-bake; the baker recomputes without re-tracing for instant feedback.
Settings
Tips & gotchas
- For very low-poly meshes, prefer Per-vertex and pipe AO into the Vertex Colors feature on the Genesis material.
- The baker uses UV1 by default — if your second UV channel is your lightmap UV, switch to UV0 in advanced settings.
- AO bakes in mesh-local space. Animated rigs should bake on the bind-pose mesh, not on a posed snapshot.
AO Baker is a one-shot tool. For runtime crevice darkening across the whole scene, install the Cavity module instead.
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