Search Unity

Is there ANY bloom effect that works with Single Pass Stereo on mobile (Gear VR) on Unity 2017.3???

Discussion in 'AR/VR (XR) Discussion' started by DHARMAKAYA, Mar 5, 2018.

  1. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    Hi,

    Been trying MANY different solutions for MANY days now...neither the cinematic image effects NOR the post processing stack 2 on github work with single pass stereo on android in Unity 2017.3...and neither does anything I found freely available on the asset store.

    Is there ANY way to get a nice bloom effect working on 2017.3 with single pass stereo??? Honestly would rather switch to Vive platform or Odyssey MR instead of hassling with optimizing so much beta BS on Gear VR.

    Thanks in advance for a solution that FUNCTIONS PROPERLY NOW. (AKA: Not in 2 or 3 months after 20 teams get together and compare notes to see that things have seemed mildly disorganized and less cohesively functional since Unity switched to annual version numbers, for some reason)
     
  2. haskins

    haskins

    Joined:
    Oct 11, 2013
    Posts:
    24
    I'm actually trying to figure out the same thing right now!. Gear VR + bloom.. everything i've tried has failed so far.. here's a quick list

    - FastMobileBloom - the entire screen turns white on play in the headset
    - unity post processing stack - can't get it to build for Android .
    - FxPro - screen splits and mirrors in the editor., weird white block and freezes in a build.
    - unity post processing stack v2 (github) - looks fine in the editor, left eye is all white on build.

    ,,,, hrm.
     
  3. haskins

    haskins

    Joined:
    Oct 11, 2013
    Posts:
    24
    Oh! so I've got the Unity post processing stack v2 bloom working on Gear VR build... I had to switch from single pass to multi pass rendering on XR settings.
     
  4. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    Sadly multipass is practically worthless on mobile. Need a SINGLE PASS STEREO solution.

    Understand that multipass is rendering twice?
     
  5. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    A company that makes a popular post effects asset said that Unity quality assurance said that the Unity team knows there is a problem and is trying to make a solution to make SINGLE PASS STEREO work with post fx. Some person said it was working properly on 2017.1
     
  6. haskins

    haskins

    Joined:
    Oct 11, 2013
    Posts:
    24
    Hmm.. ya i get it that multi pass is not ideal, yet it's the only thing working at the moment for me... I've not found an example of a post effect working properly on Gear VR with single pass enabled for unity 2017.3. If anyone knows of a working example, please post, even if it's not for bloom specifically.
     
  7. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    Try 2017.1. According to a post I read, supposedly the post processing stack worked in that.
     
  8. haskins

    haskins

    Joined:
    Oct 11, 2013
    Posts:
    24
    Long story short, it didn't work.

    2017.1 - gives the message - "unity 2017.2+ required for full Single-pass stereo rendering support.." pretty much, it seems to imply it switches back to mutli pass to make it work for 2017.1.. no gains here.

    2017.2. - seems like the same result as 2017.3 - the build with any processing enabled ends up with the left eye completely white, while the right eye 'works' but without any post processing effects.

    The post process v2 devs are aware of the issue
    https://github.com/Unity-Technologies/PostProcessing/issues/497
     
  9. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    My name on github is 01GOD.
     
  10. LouisVanDerMerwe

    LouisVanDerMerwe

    Joined:
    Jan 30, 2013
    Posts:
    3
    Last edited: Apr 19, 2018
  11. NeatWolf

    NeatWolf

    Joined:
    Sep 27, 2013
    Posts:
    924
    Hi there, I'm still on this. Post Processing stack 2 in single pass Bloom works fine in editor but looks extra-pixellated in VR (Rift Touch). As I increase the diffuse radius it looks like it downscales the bloom map accordingly.

    Have you found another VR-Single Pass Bloom solution in the meanwhile? I own tons of asset yet I'm basically stuck in what I thought it was one of the simplest effects to pull off...

    I'm testing Amplify Bloom in the meanwhile, fingers crossed (Unity 2018.2.0f2)
     
    JoeStrout likes this.
  12. franadoriv

    franadoriv

    Joined:
    Oct 5, 2015
    Posts:
    5
    It works?
     
  13. frankadoriv

    frankadoriv

    Joined:
    Jul 19, 2017
    Posts:
    14
    Well, doesnt work.

    Unity 2018.2.3f1
    Single Pass
    Oculus Go

    The both eyes shows black and white flickering squares
     
  14. NeatWolf

    NeatWolf

    Joined:
    Sep 27, 2013
    Posts:
    924
    Nope, even after the small fix of Unity Bloom shader, it looks badly downsampled.

    I'm temporarily using Amplify Occlusion, Processing Stack 2 (tone mapping, eye adaptation) and Beautify (Bloom/Sharpen).
    I gave Prism a go, that's even faster, but reported several issues as well (have a look at the appropriate thread), as Prism is not really VR (single pass) oriented (yet), and occlusion, well, currently leaves much to be desired :/
     
  15. JDMulti

    JDMulti

    Joined:
    Jan 4, 2012
    Posts:
    384
  16. vishal

    vishal

    Joined:
    Aug 8, 2012
    Posts:
    14
    @DHARMAKAYA: Yes it is working properly i tested on 2017.1 and 2018.2 it is working on both unity3d versions with single pass stereo rendering method.
     
  17. Damo9000

    Damo9000

    Joined:
    Nov 4, 2015
    Posts:
    7
    Which particular bloom effect is working?