Search Issue Tracker
Fixed in 2.4.0
Votes
13
Found in [Package]
2.1.0
Issue ID
1173697
Regression
Yes
[XR][Post Processing] Image is blurred when using the Post Process Layer in VR
How to reproduce:
1. Open the "case1173697_ReproProject" Project
2. Open the "SampleScene" Scene
3. Enter the Play Mode
4. Observe the cube
Expected result: Cube is not blurry
Actual result: Cube is blurry (Screenshot attached)
Reproducible with: 2019.1.14f1, 2019.2.1f1, 2019.3.0a11
Not Reproducible with: 2018.4.6f1
On 2019.1.0a11 and later the issue is reproducible with Post Processing package version versions:
2.1.0 - 2.1.7
Not reproducible with 2.0.17 - preview and earlier
Could not test on 2019.1 versions earlier than 2019.1.0a11 due to compiler errors
Note: Disabling HDR and MSAA on the main camera resolves this issue but ruins the rendering on the right eye
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- GPU utilization increases by 20% on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
- Value on Slider (Int) control in UI Builder displays as default when saving UI Document
- Color mismatch in UI Builders Library panel when the Editors theme is set to Light Mode
- [Android ] "AndroidJNI.ToBooleanArray" returns a random non-zero value instead of "IntPtr.Zero" when the method argument is null
- Non-HDR color picker opens when selecting material color with HDR enabled
sewy
Apr 30, 2020 12:16
To collaborate on this - I blame the issue with anothe bug -> GetTemporaryRT docs says -1 will match the “camera pixel w/h”, which returns the w/h of a single eye (width is half the actual size) => this leads to the same problem when using custom PostProcessing (using XRSettings.eyeTextureDesc.width/height instead of "-1" fixes the blurriness issue).
Back to my previous answer with fix => XRSettings.eyeTextureDesc is returning width for both eyes, but the postFX code thinks differently.
https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.GetTemporaryRT.html
eron82
Apr 25, 2020 19:01
No fix yet?
sewy
Sep 30, 2019 12:21
I have found temporal fix in https://github.com/Unity-Technologies/PostProcessing/issues/795
justgos:
managed to fix the blurriness after setting "Directly To Camera Target" to Off by commenting out the
xrDesc.width /= 2; line in PostProcessing\Runtime\PostProcessRenderContext.cs (line 49)
Could anyone from Unity please say, what it can break?
V-Rangers-Support
Sep 26, 2019 07:54
I got the same issue since unity 2019.
And one more issue is the post process is not compatible with the single pass
I also do an issue on their github : https://github.com/Unity-Technologies/PostProcessing/issues/835
The only solution I found, it is to use the LWRP or HDRP.
But in my project, it is not a good solution so in my team we don't use the post process stack v2