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I'm a developer of ambient occlusion asset. I don't know whether HDRP or Post Processing Stack v2 has an injection point for these kinds of...
HDRP support with a new/overhauled algorithm will be there soon in 0.8.0. It will have a much greater visuals and a little bit improved...
Due to the interlacing used in HBAO, it's reasonable that it uses pixels to count distance. WisdomAO should adapt to every resolution as I tested...
Looks like colorbleed does not support D3D9 due to its encoding system. Probably you should disable this function in D3D9, and I will try to come...
There are sevearl possible problems: 1. GBuffers as normal source can only work in deferred mode, and according to your camera settings it seems...
It's in the update log. Lightbleed and PBR deferred injection mode is added for even more realistic effect, scale of scene option is added to fit...
Probably you can try with different settings of normals source and deferred injection mode. GBuffers as normal source will not be available in...
Use single multiplier, it will get it way faster
It depends on your resolution and your card. I don't know which card you use, if it is HD5790 or something similar, you could get lower than 2ms...
It should work, but I don't have a gearVR device to test it. It works on SPSR and multi-pass ones on PC with other VR devices.
Preparing for color bleed right now
That's a bug for old version which doesn't have randomized rotation. It is now fixed!
I can't load your image here
Thanks a lot for pointing that out! This will be fixed in the next version.
About the starting of September, with color bleed and PBR
So this is not a problem with SPSR support.. It is a problem with the gbuffers, which is totally messed up in this case. Do you have post...
Can you give me a screenshot? The effect should work totally fine in SPSR with forward + MSAA There are some unity's effect shaders are totally...
I think mine works fine with single pass. I tested before with deferred rendering with SPSR. Also some Unity3d's plugin or built in effect doesn't...
The performance difference is kind of subtle, but after all these optimizations, it should be a little faster!
Yes, color bleeding is planned in the next version release! I'm working on a realistic color bleeding system with PBR deferred injection.