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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
    September 6, 2014
    "bcoyle" wrote:
    "boone188" wrote:


    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.


    AA doesn't actually do anything when using deferred lighting, so having it disabled will not cause any negative effects.
    Up and Coming
    November 2, 2014
    Just wanted to say that the disabling of AA fixed my post bloom issues as well!!
    December 6, 2014
    TimothyAllan, brilliant! I can't believe all the VR experts on this forum couldn't provide this clear cut solution lol.

    I thought I had Anti Aliasing disabled but didn't realise my unity graphic default was not actually switched to that preset, oops. Really is obvious when you think of Deferred rendering and it's relationship (or lack there of) with Anti Aliasing. :)
    Inspiring
    December 11, 2014
    As of 0.4.4, the integration will automatically turn off AA if you accidentally enable it when deferred lighting is enabled.
    Participant
    April 21, 2015
    I turned off AA in the quality settings but still Tonemapping causes the oculus not to render in DX11.
    The other fix from Proton just disabled all the post effects.

    In DX9 with disabled AA it works.
    Inspiring
    April 21, 2015
    If you are using deferred rendering or having black screen issues, just setting "Eye Texture Anti Aliasing" to 1 on the OVRCameraRig. Also make sure to have the game window set as "Free Aspect" if you choose any specific ratio (like 16:9) the window will turn black.
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    June 1, 2015
    I'm working with the 0.6.0.0-beta intergration but my image stays black when I follow these steps and apply tonemapping on the camera's

    Player settings are:
    Deffered
    Linear
    Use Directx 11 ticked

    On the OV camera rig:
    Eye texture aa on 1
    Hdr ticked

    (do i use the hdr option on the camera's? I tried it on off but no image)

    Can someone please share a scene with HDR working because I really don't see what I'm missing here.
    Inspiring
    June 1, 2015
    I've created a bug report. Thanks.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    June 2, 2015
    "cybereality" wrote:
    Also make sure to have the game window set as "Free Aspect" if you choose any specific ratio (like 16:9) the window will turn black.



    Welp, there's 4 hours of my day I'll never get back. Thanks, that Free Aspect issue was the cause of my black screen pain with v6.
    June 2, 2015
    "cybereality" wrote:
    I've created a bug report. Thanks.

    Thank you. I've done some additional testing with the Room scene from the Unity integration package. No changes made in player settings, so default is Forward rendering.

    - On the OVRCameraRig I ticked Hdr
    - On LeftEyeAnchor and RightEyeAnchor I added the Tonemapping with the Adaptive Reinhard technique picked.
    - I make a build
    - The build works, I'm getting an image.

    Next I go to player settings and change rendering path to deferred.
    - I make a build
    - The build runs but I dont get an image, everything is black.

    Next I go to player settings and change rendering path back to Forward rendering
    - I make a build
    - The build works, I'm getting an image.

    So it seems to be something with the deferred rendering path.
    Changing eye texture to 1 on the rig, switching off AA under quality settings, changing resolution and aspect ratio (1920x1080 / 16:9) doesn't fix it for me. Hope this helps and you guys can figure it out !