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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
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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