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SE Natural Bloom Dirty Lens

Discussion in 'Assets and Asset Store' started by sonicether, Apr 29, 2014.

  1. silentslack

    silentslack

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    Hi I cannot seem to get this to work for my VR setup. I always get the not HDR warning? I'm running in DX11, Linear and forward rendering.
     
  2. Chman

    Chman

    Unity Technologies

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    Is HDR ticked ? Also make sure you don't have an effect before Senbdl that convert the render to LDR (like Tone Mapping). Ideally, Senbdl should be the first effect applied to the camera.
     
  3. silentslack

    silentslack

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    OK is working it's just that the error doesn't refresh until you move from scene view, to game view, back to scene view. I also didn't realise you need to have very emissive materials to achieve the bloom effect. Is there anyway to make bright specular materials bloom? Thanks
     
  4. DGordon

    DGordon

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    Dec 8, 2013
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    645
    Hey,

    I'm getting the "hdr not enabled" warning, and when I use SE Natural Bloom its applying the same amount of "bloom" to the entire screen. I say "bloom", because it really just looks like a semi-transparent colored layer on top of everything. I assume this has something to do with the HDR message?

    I moved the sen to the top of the list, and even turned everything else off ... still does that. It also throws this warning in the demo project.

    Any ideas? If its too hard to tell the difference from the screen shots below, let me know. Its very apparent on my full screen monitor in the IDE ...

    Below: Regular bloom (clouds a bit brighter)

    Screen Shot 2014-08-25 at 1.45.47 PM.png
    Below: No bloom
    Screen Shot 2014-08-25 at 1.45.37 PM.png
    Below: SE Bloom (everything is just washed out with a semi-transparent brown over it) Screen Shot 2014-08-25 at 1.45.29 PM.png
     
  5. silentslack

    silentslack

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    I also continued to get this warning until I switched between scene&game views. I considered the plugin malfunctioning until I added some especially emissive materials. Try adding a cube with the emissive shaders that come packaged with the plugin and see what the results are like.
     
  6. DGordon

    DGordon

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    Dec 8, 2013
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    I turned the AA off (disabled) and the warning went away (and my HDR kicked in). However, the SE bloom still looks like its covering the screen with a layer of brown. Not sure if I'm doing something wrong or what ... You can see the difference by comparing the last two screen shots I posted. Notice the black silhouette becomes brownish ...
     
  7. kaz2057

    kaz2057

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    Can somebody tell me if it works also on mobile?
    Thanks
     
  8. macdude2

    macdude2

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    I don't think it will ever work, unfortunately, on mobile, because at the moment HDR isn't supported on mobile.... And of course this asset requires hdr.
     
  9. Play_Edu

    Play_Edu

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    Jun 10, 2012
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    Hdri is work on mobile (U can use sky shop plugin for lighting. its work).Read many post i think this pkg is not work on mobile.But would be great if add mobile ver......
     
  10. cowtrix

    cowtrix

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    Hey sonicether - did you ever make any progress with that flip bug? One interesting thing I've noticed is enabling SSAO after SE bloom flips the image back the right way.
     
  11. ZJP

    ZJP

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    This is exactly the kind of thing that worries me : It has not come here since june but it works and plan to sell a new product. Disquieting. :(
     
  12. sonicether

    sonicether

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    Sorry I've been gone for so long, everyone! I was hired in June and was overwhelmed with that work. However, everything has freed up recently and I now have time to, yes, not only work on new effects, but also give this asset the attention it deserves.

    I've been planning some new features and also plan to do a performance pass to make sure everything is running as smoothly as possible. I will also be doing my best to find workarounds to bugs reported. I'd also like to see what I can do about including a "lite" version of the effect (free, of course, for everyone who already owns this asset).

    Thank you for understanding. :)
     
    ksam2, ZJP and gurayg like this.
  13. Elecman

    Elecman

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    SE, is that world space dirt texture still on the roadmap?
     
  14. ZJP

    ZJP

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    That a very good new. Times are tough.
     
  15. sonicether

    sonicether

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    Yep! Having learned quite a bit more about Unity since starting this project, I've got a great idea on how to do this. You're referring to having a dirty window or something, right?
     
    RB_lashman likes this.
  16. Elecman

    Elecman

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    Yes, indeed. Actually, I want to simulate rain on a windscreen so if I can animate the texture, that would be even better.
     
  17. KRGraphics

    KRGraphics

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    Is this tool currently working in Unity 5 beta?
     
  18. pojoih

    pojoih

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    Yes Unity 5 works fine, despite the known bugs like the "Camera not using HDR" message.

    The dirty window as a plane or movable geometry would be awesome! I'm currently trying to adjust you shader to achive a "dirty visor on a helmet" effect for Virtual Reality. Can you keep something like that in mind while coding? :)
     
  19. hurmeli

    hurmeli

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    Oct 15, 2012
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    1
    Hi,

    I bought this on the Asset Store a while back and while it looks really beautiful, i can't get it to work on Android which is my target platform. If i activate the effect the game loads to the device, but the screen is black apart from the GUI elements. I've tried Unity 4.3 and 4.6 on an Asus Nexus 7 tablet.

    Without the effect the game works fine, even with the standard Unity bloom. The effect also works fine in the editor on PC.

    I recall that when i was still contemplating buying this there was someone complaining about lack of Android functionality on the reviews, but after that the complaint seemed to have disappeared so i imagined the problem fixed and bought it. But no luck.

    Anyone else have had this problem?
     
  20. Elecman

    Elecman

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    That is caused by current Android devices not supporting HDR.
     
  21. Project-Mysh

    Project-Mysh

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    Nov 3, 2013
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    Hi there,
    Any way to force SE natural bloom to load before the tonemapping? Every time I hit play SE natural bloom goes down in the image effect of my camera and tonemapping breaks the HDR. Any ideas? im using unity 5.
     
  22. Project-Mysh

    Project-Mysh

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    I finally fixed it, removing all the effects from the camera and adding them in order. Seems like the "move up" and "move down" are bugged.
     
  23. hippocoder

    hippocoder

    Digital Ape Moderator

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    Hiya, will this work on Unity 5? :)
     
  24. Elecman

    Elecman

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    Yes, it works in Unity 5 :)
     
    hippocoder likes this.
  25. xenius

    xenius

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    It works gloriously in Unity5 alongside PBR goodness :)

    Alloy3_Accelerator_Day3_red.jpg
     
    chelnok, hippocoder and RB_lashman like this.
  26. RB_lashman

    RB_lashman

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    it does look pretty, doesn't it? :3
     
    hippocoder likes this.
  27. GXMark

    GXMark

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    Oct 13, 2012
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    I'm current using time of day and suimono components and have been attempting to use this Bloom effect with those products. Unfortunetly, the screen is flickering badly when sunsets and moon show specularity on the water. Sometimes on certain lighting conditions its fine then its goes AWOL on me and flickers red green blue every color under the rainbow. Anyone got any ideas what could be causing this? Tried the usual things like turning the bloom and lense down almost to zero but still occurs. Also ensured i dont have any screen changing effects happening before this effect.
     
  28. pojoih

    pojoih

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    Yes the color flickering occures when an emission value of a texture in the viewport is set way too high.
    I had this problem with a particle system using sonic eithers additive particle shader. I you set the "emission boost " too high you get these flickers when the camera gets nearer.
     
  29. GXMark

    GXMark

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    As far as i'm aware and correct me if i'm wrong here. The additive shader that comes with this product is not used if you simply just add the screen effect to the camera? Therefore, i don't have an emission boost set too high in my scene. However, the sun / moon / and specularity on my water causes very bright (but not over saturated) screen looks.

    What seems to be missing from this post screen effect is a cut off stoping this flickering from occurring. Hopefully the author of this product could introduce an extra feature (hopefully automatic) to stop this show stopper anomaly from happening as its a super effect to look at.
     
  30. sonicether

    sonicether

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    So, I've figured out how to stop these anomalies when it comes to super-bright pixels, but for now it requires an additional very small image effect just before SENBDL. I'd like to find a way to contain that fix within SENBDL just so an additional script isn't needed and no one misses the fix.
     
    RB_lashman likes this.
  31. hippocoder

    hippocoder

    Digital Ape Moderator

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    Brilliant, ok. Buying it then. I like your work.

    edit:

    Just bought but



    Probably a minor thing but would be nice to fix once you sort out the additional thing you're working on :) please keep up the good work!
     
    Last edited: Dec 6, 2014
  32. GXMark

    GXMark

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    Thanks for the quick reply on this anomaly issue. One thing i would suggest is that no two projects people work are the same and its going to be difficult to cater for all bright pixel effects in every scene!. Can the solution have a control slider or something built into the interface allowing for fine tuning if that occurs. Just a thought
     
  33. Cascho01

    Cascho01

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    I just bought the plugin and have a problem with heavily flickering highlights.
    I use beta14 with the standard shader.The main lightsource is a directional light with intensity set to 1.0.
    When I reduce the shaders smoothness or the lights intensity the flickering slowly disappears but also
    the bloom effect.




    Can someone help?
     
  34. GXMark

    GXMark

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    Read above i think this issue is generally that the shader needs to regulate its cutoff better. And i think the author is looking into fixing this next release.
     
  35. glenrhodes

    glenrhodes

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    This is great. Works like a charm - I'm wondering, what's involved in including a normal map shader? I have models that have a diffuse, emissive texture, and a normal map, and the built in shader only allows for emissive + diffuse texture, or emissive additive particle.

    Do you have this shader? Or, is there a reason it's not included?

    Thanks.
     
  36. ksam2

    ksam2

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    New version please! For the unity5
     
  37. Capn_Andy

    Capn_Andy

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  38. pojoih

    pojoih

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  39. JeyDia

    JeyDia

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    Best plugin ever, Good job

     
    chelnok likes this.
  40. nickpettit

    nickpettit

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    Dec 31, 2013
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    I absolutely love the look of this bloom. I'm making a VR game that takes place underwater, so it's essential to achieving the look I'm going for. That said...

    Any update on this? I bought this plugin specifically because of Xenius' talk at Unite; I was super excited to get rid of these annoying flickering bright pixels and use something better than Unity's bloom effect. I'm happy to help diagnose and fix in any way that I can. Everything looks amazing, except for those overly bright twinkling pixels on metal objects.

    I'm using Unity 5.0.0f1 Pro on Windows and PBR assets. Dull metals look great, but it's when a metal is very reflective that I get the magic twinkling light show. :)

    My camera is HDR and the image effects are ordered like this:
    • SENBADL
    • Tonemapping
    • SSAO
    • Color Correction Lookup
    • Antialiasing
    Short of turning off bloom or modifying all my textures to account for this, I'm not sure what to do. :-/ Help me sonicether, you're my only hope!

    Edit: So, I found an ugly fix. I moved SENBADL down *after* tonemapping, and I can still get a lot of the bloom without the overly bright pixels. I realize this is not how SENBADL is intended to be used, but it sorta works for now until there's a real fix in place.
     
    Last edited: Feb 10, 2015
  41. makeshiftwings

    makeshiftwings

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    Add me to the list of people who would buy this if you actually fix the overblown sparkles on specular highlights. I think you just need to clamp the input to something reasonable like 10.0 or include a cutoff slider.
     
  42. elbows

    elbows

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    Did I get the wrong end of the stick or did you just provide a solution to this here? ...

    #16
     
  43. makeshiftwings

    makeshiftwings

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    Hehe, yeah... like five seconds after that post, I thought "I could probably just do this myself" and then did it... ;)
     
    elbows likes this.
  44. nickpettit

    nickpettit

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    Nice! Would you mind posting how you did this? I looked at the shader code and it wasn't immediately obvious, so I thought I'd ask before I started experimenting. :)
     
  45. makeshiftwings

    makeshiftwings

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    Sure. The ClampEffect.cs file works like Unity's image effects; it intercepts the current screen being rendered and passes it as a texture to the accompanying shader along with whatever float value you choose for the Cutoff, and the shader modifies that texture and renders it. The shader itself does the clamping here:
    Code (csharp):
    1. fixed4 frag(v2f_img i) : SV_Target
    2. {
    3.     fixed4 orig = tex2D(_MainTex, i.uv);
    4.     fixed4 color = clamp(orig, 0, _Cutoff);
    5.  
    6.     return color;
    7. }
    This is a fragment shader that gets every pixel in _MainTex, which is the current frame being rendered, and clamps the color values (R,G, and B) between zero and whatever you pass for Cutoff. In a non-HDR camera, RGB values are always between 0 and 1, but with an HDR camera they can go above 1, so that you can represent very bright pixels by using bloom and tonemapping. The sparkle problem is because Unity's specular highlights can get so high that they have RGB values of like 10 or more when everything else in the scene is mostly between 0 and 1. I'm not sure if this is actually "realistic"; i guess it could be like in real life catching the sun glint off of metal at just the right angle that it temporarily blinds you and causes you to shut your eyes, but regardless of whether it's physically realistic, it looks pretty bad in a video game.
     
    elbows likes this.
  46. nickpettit

    nickpettit

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    @makeshiftwings Thanks so much, that totally worked! At first I was a little confused, but I Googled ClampEffect.cs and found your post with the shader and the code: http://forum.unity3d.com/threads/bloom-pop-under-hdr.281656/#post-1956674

    I wish this was included in Sonic Ether's Natural Bloom to begin with. Thanks so much for the help, you really saved the whole look of my game. :)
     
  47. makeshiftwings

    makeshiftwings

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    OH, you just were wondering where it was. Yeah, elbows linked to it in the post that I quoted, the "#16" link.

    And SonicEther, feel free to add my code to your shader if you want. Though it would probably be more performant to merge it in with your bloom shader rather than have two separate image effects on the camera.
     
  48. Cargh

    Cargh

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    May 17, 2011
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    Still supported?
     
  49. S_Darkwell

    S_Darkwell

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    Oct 20, 2013
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    320
    I really want to purchase this asset, but I want to make certain the Unity 5 issues are resolved first. Any rough ETA on where the Unity 5 version will be released?

    Thank you so much in advance! :)
     
  50. Quatum1000

    Quatum1000

    Joined:
    Oct 5, 2014
    Posts:
    888
    Hi,

    I have to troubles with wrong coloring on some frames while moving the cam.
    Unity 5.0.0.f4

    Is the asset discontinued?

    Thanks and kind regards,



    bloombugs.jpg