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Question ChromaKey + Cinemachine + DoF + Background Meshes = Ghosting Effect & Pixelated Video?

Discussion in 'Virtual Production' started by mindCreatesMeaning, May 21, 2024.

  1. mindCreatesMeaning

    mindCreatesMeaning

    Joined:
    Jan 14, 2021
    Posts:
    39
    Environment:
    Unity 2023.2.15.f1
    Cinemachine
    Nexweron ChromaKey Kit
    Grass Meshes (Book of The Dead)

    Observation / Issue:
    Ghosting / trailing effect appears around ChromaKeyed video (placed on 3D Plane within a scene) when viewed through Cinemachine virtual cameras possessing a Depth of Field Volume Effect.

    Context:
    I've converted Book of The Dead meshes to utilize the HDRP Lit Shader.

    Help Sought / Question Asked:
    Is the issue linked to the Grass Mesh shaders, the ChromaKey Shader, or to the means by which Cinemachine create's depth of field in real-time.
     
  2. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    1,281
    I'd try temporarily hiding the grass meshes and stick in some cylinder primitives instead. Also, switch off TAA (or any AA) and see from there if the issue persists. If it does, it may point to the Chromakey Shader or the DOF with Cinemachine. It may of course be something entirely different too!
     
  3. mindCreatesMeaning

    mindCreatesMeaning

    Joined:
    Jan 14, 2021
    Posts:
    39
    @newguy123
    Temperal Anti-Aliasing was the culprit. Thank you (for pointing me in the correct direction).

    Is TAA able to be applied only to specific Unity Layers?

    Anti-Aliasing, such as TAA, appears to be regulated at the camera level (so maybe the only way to render certain objects with AA and other objects without AA is to utilize camera stacking and layer culling: one camera rendering with TAA and one without - seems expensive though - is there a better way?)