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HDR + Bloom Error

Discussion in 'Unity 5 Pre-order Beta' started by mittense, Jan 18, 2015.

  1. mittense

    mittense

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    I've noticed this in a couple different projects, but it looks like the combination of bloom + HDR in Unity 5 has a tendency to just totally go nuts:

    No HDR:


    HDR:


    It looks like that one little specular pixel is just getting blown way the hell out of proportion in the post-processing shaders. Is there any solution/workaround for this? I love my bloom and HDR. :(
     
    Last edited: Jan 18, 2015
    Ony likes this.
  2. mittense

    mittense

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    Oh, it may be worth noting that I've only ever seen this graphical artifact when using Substance materials.
     
  3. mittense

    mittense

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    And now that I'm not as dumb, these screens will actually show up.
     
  4. PhobicGunner

    PhobicGunner

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    Yeah, it looks like you're correct. Actually, what it looks like is that you have a basically mirror smooth surface, and of course in PBR the smoother your surface the smaller and more intense the specular highlight - so with a perfect mirror finish, you get an incredibly small and incredibly intense highlight which gets picked up by the bloom.
    You can try making your surface more rough, to make the highlight larger and less intense.
     
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  5. mittense

    mittense

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    That doesn't seem to do the trick. :(
     
  6. Dweep

    Dweep

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    I encountered this problem a couple of times. In most cases the specular map is missing its alpha channel. The alpha channel stores the roughness value but if it is not there unity defaults to full white (which is broken).

    If the alpha channel is there you might want to make sure you dont have any pixel with a calue of 255 (white). If it dosnt help you have a different problem than I am used to :)
     
  7. mittense

    mittense

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    Is this applicable even when using the standard (metal/roughness) shader?
     
  8. PhobicGunner

    PhobicGunner

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    For metalness, isn't the roughness still stored in alpha?
     
  9. mittense

    mittense

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    t
    Indeed it is. Clamping that to [0,1] solved the problem.
     
  10. mittense

    mittense

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    And it has been replaced by this lovely thing (spec from the RTP terrain shaders, I'm guessing):
     
  11. PhobicGunner

    PhobicGunner

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    You mean this isn't what you were going for?


    On a serious note, from what little I can see it looks like your terrain is indeed very shiny. I don't know much about the RTP pack however.
     
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  12. Dweep

    Dweep

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    I believe roughness/smoothness is stored in alpha in both the standard shaders :)
     
  13. kurylo3d

    kurylo3d

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    Hey now... in the future we have brighter light bulbs
     
  14. DanSuperGP

    DanSuperGP

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    And more powerful energy sources.
     
  15. kurylo3d

    kurylo3d

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    And camera lenss that enhance light on otherwise unreflective surfaces.
     
  16. Reanimate_L

    Reanimate_L

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    no...not camera lenses, it's enhanced eyes. And the lens flare can be toggled...
     
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