Search Unity

Problems using "Motion blur"

Discussion in 'General Graphics' started by microweb, Jan 26, 2015.

  1. microweb

    microweb

    Joined:
    Mar 1, 2013
    Posts:
    6
    Hi!
    I´ve got a strange problem under Linux and Mac when I set active "Motion blur" in my main camera and using a lower resolution than the native: the post-processed image "jumps" to the top of the screen. This doesn't happen if I use the max native resolution or if I have a camera rect like X=0,Y=0,W=1,H=1.

    This issue happens with the "Noise Effect" too.

    Does anybody know what could be happening?

    Thank you!!

    Modify:
    I added this images to clarify:

    When blur is inactive:



    when blur gets activated:
     
    Last edited: Jan 26, 2015
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I'd recommend you get amplify motion which is on sale at the moment, it's in orders of magnitude better than the unity motion blur.
     
  3. microweb

    microweb

    Joined:
    Mar 1, 2013
    Posts:
    6
    Thank you, hippocoder! The problem is not only "Blur" but all the other post processing effects. None of them works correctly. :-(
     
  4. microweb

    microweb

    Joined:
    Mar 1, 2013
    Posts:
    6
    It happens with all postprocesing effects, even if I only have this on onRenderImage

    void onRenderImage (RenderTexture source, RenderTexture destination){
    Graphics.Blit(source, destination);
    }

    It seems like the RenderTexture ignores the cameras rect.

    Do you know if there is a way to modify the "source" offset or something like that?

    Thanks!