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Up and Coming
April 19, 2014

Image effects turn the camera black.

Hey folks.

Unity 4.3.2f1. SDK Unity integration: V0.2.5 (latest).

Adding image effects is pretty random at best. Adding a color corrector to the OVRCameraController will give me a flipped image, but I can flip the Y back to solve that, however adding anything ambient occlusion on top of that will cause strange color blocking effects.

Most of the time I will now get the strange blocking with just the color corrector.

Adding anything to the cameras themselves will cause them to go black no matter what order they are placed (before the distortion for instance.)

This is all in Forward rendering.

Deferred has it's own issues and I have sadly had to not use it as the toon shader will not antialias properly.

Any ideas how I can stack these simple image effects - or if they simply will not work no matter what?
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    39 replies

    Up and Coming
    August 31, 2014
    Updating to Unity 4.5.3p3 did not help with the image effects, at least not for me (running Windows 7, building Windows x86 demo) - I think it might be something that either Oculus has to tweak to have a player setup that works with existing image effects, or something Unity and asset devs can do to make their image effects compatible with the latest OVRPlayerController.
    http://www.quitenice.co
    Participant
    September 2, 2014
    Just the same, i've updated to unity 4.5.3f3 (not sure if the same as "p3") (in windows 7 too [64 bits]), and that has solved nothing. I also think that this may be a issue related with the oculus integration software.
    Something weird that i can see, is that whenever i try to put the tonemapping effect before the OVRCamera script (where it should go, in my opinion), it goes down again (after the OVRCamera) whenever i run the game automatically. A think it may be of relevance.
    Up and Coming
    September 3, 2014
    Try disabling anti-aliasing
    Up and Coming
    September 3, 2014
    I ran into a black camera again, this time when tryning a multi-camera setup.

    I made the following change to all the shaders to fix it:
    Change this:
        void OnRenderImage(RenderTexture source, RenderTexture destination) {

    to:
        //void OnRenderImage(RenderTexture source, RenderTexture destination) {
    void OnPostRender() {
    if (camera.targetTexture == null)
    return;
    RenderTexture source = camera.targetTexture;
    RenderTexture destination = source;
    Twitter - Time Rifters
    Participant
    September 3, 2014
    By disabling the antialiasing in the quality settings, I can now see something rendered, thanks!!!... But... The tone correction applied is incorrect, it's not the same as if it were applied to a normal camera (even with the same parameters, of course).

    "Proton" wrote:
    I made the following change to all the shaders to fix it:

    Do you mean change the code in the script of each used image effect (tone mapping for instance)?
    Up and Coming
    September 4, 2014
    "boone188" wrote:
    Try disabling anti-aliasing


    short and sweet response :)
    Yep, that fixed it in one sample scene I've setup! So just run Antialiasing As Post Effect in the mean time? Looks like that works :)

    thanks!
    http://www.quitenice.co
    Up and Coming
    September 4, 2014
    "bcoyle" wrote:
    "boone188" wrote:
    Try disabling anti-aliasing


    short and sweet response :)
    Yep, that fixed it in one sample scene I've setup! So just run Antialiasing As Post Effect in the mean time? Looks like that works :)

    thanks!


    Yeah I would recommend doing AA in post for now. Out of curiosity, are you using Forward or Deferred lighting?
    September 5, 2014
    Nice, that fixed it for me. Just turning off AA brought back my natural Bloom. Awesome, thanks!
    Up and Coming
    September 5, 2014
    "boone188" wrote:
    "bcoyle" wrote:
    "boone188" wrote:
    Try disabling anti-aliasing


    short and sweet response :)
    Yep, that fixed it in one sample scene I've setup! So just run Antialiasing As Post Effect in the mean time? Looks like that works :)

    thanks!


    Yeah I would recommend doing AA in post for now. Out of curiosity, are you using Forward or Deferred lighting?


    I'm using Deferred. Honestly I could use either option since I'm working with unlit shaders.
    http://www.quitenice.co
    sh0v0r
    Up and Coming
    September 6, 2014
    I am experiencing a similar issue however I don't have any Image Effects enabled.

    I am using a camera chain for managing the render order of camera layers, this works fine in the Editor but when I make a standalone Windows build DX9 or DX11, I just get a Black screen.

    This only happens with the layered cameras, normal OVRControllers work fine with Image Effects now. (Forward Rendering)