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Blur in Unity Personal

Discussion in 'Editor & General Support' started by p4vlos, Mar 7, 2016.

  1. p4vlos

    p4vlos

    Joined:
    Dec 10, 2015
    Posts:
    5
    Hello,
    I am trying for some days to make blur effect on my virtual reality project.
    The problem is that I am NOT using Unity pro and I tried putting a image canvas in front of the cameras but I got weird results with bit of blurry but upside down view.. or black screen.
    This project is for Google Cardboard.
    If you have a solution to this problem please let me know.
    Thank you
     
  2. Deleted User

    Deleted User

    Guest

    Theres the blur image effect in Standard Assets try that.
     
    p4vlos likes this.
  3. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    There is no difference between personal and pro as far as engine features go.

    --Eric
     
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  4. Freezy

    Freezy

    Joined:
    Jul 15, 2012
    Posts:
    234
    disable 'direct render' on the carboard camera script, this allows for image effect
    you will need to apply it to both eyes (as well as the main camera if you allow for a VR toggle)

    with all the render textures going on, you will have horrible FPS, until Google and Unity integrate the SDK like they did for the oculus.

    it's best not to use any image effects for now, you can try scaling up the eye resolution instead, this will be down-sampled and cause the lines to be a lot less aliased.
     
    theANMATOR2b likes this.
  5. p4vlos

    p4vlos

    Joined:
    Dec 10, 2015
    Posts:
    5
    I cannot find 'direct render' on cardboard camera script. Can you show me where it is or something?
     
  6. Freezy

    Freezy

    Joined:
    Jul 15, 2012
    Posts:
    234
    update the SDK to v0.6, drop in the Cardboard camera setup prefab, on the main camera, there is a StereoController with the "direct render" option. Be warned this can be horrible for FPS.

    Hopefully Unity will add natvie Cardboard support soon.