The AO Map bakes a mesh's self-occlusion shadows into a texture, adding depth to a flat albedo. All meshes that share the same texture are merged and baked into a single AO map.
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The output AO map is always generated in the UV space of the active target's texture slot, and meshes that share the same texture are automatically merged into a single AO map.
The occluder scope that creates the shadows depends on the Bake Mode chosen in Step 2 below.
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In the Map Generation section at the bottom of the left panel, expand the AO Map foldout.
Pick the Bake Mode that matches your situation.
In Include Active Meshes mode, every mesh enabled in the scene under the active target's root GameObject is used as an occluder.
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Outfits or accessories you don't want included can simply be disabled in the scene before baking — they are excluded from the occlusion calculation automatically. Toggle items on/off freely and re-bake as needed.
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| Option | Description |
|---|---|
| Save next to source | When ON, saves to the same folder as the source texture |
| Output Folder | Folder used when the toggle is OFF |
| AO Suffix | File name suffix (default: _ao) |
Example: if the source is Body.png → Body_ao.png