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[HDRP][Compositor] Fix issues with bloom, alpha and HDR layers in the compositor #2083
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Having looked over the report image, I noticed that it came from my report. I'm hoping I misunderstood something with the potential fix here, but I wanted to ensure a use case was achievable: Having 3 layers,
The backdrop is purely there to be in case the capture source is not present, but can still render high end graphic such as a VFX animated wall. The Capture sources are coming in via a capture card and read into a Render Texture which can then be used anywhere in Layer B (currently as quads to allow reshaping) without color modifications such as tone mapping or emitting its own bloom values. The last layer is to allow a dynamic overlay with bloom and other post processes to overlay onto the capture. It is important to have bloom from layer C to show on Layer A or B, but I want to ensure that Layer B itself does not create a bloom. I don't mind elaborating more, but I'd prefer to have a vocal conversation with someone regarding this. The compositor thus far seems to be a nice broadcasting production solution, but some things are slightly issued. I am currently using it in fact, but restricted by issues that have already been fixed such as the screen flickering internally, but not fixed publicly. Note: One of the benefits to the compositor is allowing you to control which objects get what process, but if you bloom every thing based on the last layer, that defeats that purpose. |
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Check with a fresh project to understand what was happening ✔️ |
You have many options. Which one is better depends a lot on your content. In particular:
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Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1272621/
This bug revealed a few issues in the compositor:
This PR also includes:
Testing status
After some minor modifications to the repro project in the bug ticket, applying bloom on the cubes now gives the same result:
The modifications to make this work are the following: