Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

standard shader and flickering HDR bloom

Discussion in 'Shaders' started by adventurefan, Mar 13, 2015.

  1. adventurefan

    adventurefan

    Joined:
    Jan 17, 2014
    Posts:
    229
    So is there any way around this issue?

    The one I mean is if you have have high reflection and high smoothness on a material it creates a strobe light of flickering highlights with HDR bloom on.

    If you shut off HDR just on the bloom script the blinking goes away, but then you get low quality bloom.

    update: thankfully user makeshiftwings has created a solution script and shader I found here:

    http://forum.unity3d.com/threads/bloom-pop-under-hdr.281656/#post-1956674
     
    Last edited: Mar 13, 2015
  2. Andrew_atl

    Andrew_atl

    Joined:
    Sep 21, 2010
    Posts:
    103
    Use Tonemapping on your camera, just make sure it's above Bloom.
     
    tw_dev_unity likes this.
  3. adventurefan

    adventurefan

    Joined:
    Jan 17, 2014
    Posts:
    229
    That works too although I don't really like using it since I can't get it to not look hazy. I suppose that could be countered with even more post effects though.
     
  4. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,785
    Unity gonna provide a new Glow/Bloom effect in future release. It fixed all the HDR/PBL glow shimmering/flickering artifact, still on WIP phase...
     
  5. x70x

    x70x

    Joined:
    Aug 20, 2011
    Posts:
    49
  6. jRocket

    jRocket

    Joined:
    Jul 12, 2012
    Posts:
    687
    Wait, don't you want the bloom to pick up the very high HDR values and bloom them greater? Isn't that the purpose of HDR? If you clamp the brightness, you're not getting any of that HDR data. It sounds like the shimmering effect may be a separate issue with the bloom effect.
     
    Phantomx likes this.
  7. adventurefan

    adventurefan

    Joined:
    Jan 17, 2014
    Posts:
    229
    Well I think it is a photo-realistic concept (I actually witnessed the strobing effect on a swimming pool being hit by the sun the other day in real life) BUT it's just one of those things that is different when you're using gaming like a stage where the audience has to look directly at it. In real life you just turn your head and body easily to avoid uncomfortable aspects of light (or wear sunglasses), in gaming nobody really wants to play a game where they're concerned with turning their character away from lights
     
  8. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,785
    you can use the technique based on this to reduce that
     
  9. x70x

    x70x

    Joined:
    Aug 20, 2011
    Posts:
    49
    The flickering is much more noticeable in Unity than in the "real world", because in Unity the highlights that cause it are so small that they can literally exist "between" pixels. When the highlight hits a rendered pixel the bloom flickers. When the camera is moving this flicker is only visible for a single frame creating a strobe effect that is extremely distracting and looks like an error. If it was just always present it might look like a normal bloom effect.
     
  10. tcz8

    tcz8

    Joined:
    Aug 20, 2015
    Posts:
    504
    Old thread I know but I'm still having this problem with the post processing stack V2 on emissive materials. If you're still around, any idea what this fix ended up being?