Capturing a "Equiretangular" image in Unity HDRP

Hi guys

I am working with a project, where I need to capture several 360 images in Unity - preferably using Unity’s HDRP pipeline!

I found a really great asset on the store : Skybox Capture | Camera | Unity Asset Store

It works great, but my images gets a strange issue blending between the sides (see attached). Have any of you experienced anything similar? My guess is that is has something do with the Unitys HDRP settings. I tried disabling all my Post effects such as sky, fog, bloom, AO etc - but to no luck.

I tried to contact the creator of the plugin, but I am still waiting his answer. Have any of you experienced anything similar?

OR is there any other 360 image capturing plugins that you can recommend?

Preferably I would love to be able to use it in Unitys HDRP pipeline

Thanks!

i had similar issues with another plugin, also in hdrp
[RELEASED] VR Panorama - render 360 stereo videos page-35#post-7939717

haven’t checked if there’s updates or other solutions, so interested to follow this.

You can use the Unity Recorder package to capture 360 images;
https://docs.unity3d.com/Packages/com.unity.recorder@4.0/manual/index.html

I take it you’re using bloom when rendering, and since it’s being applied per cubeface rather than applied on the whole equirect image.
You might want to create your own pipeline for the process of having post processing on the final result rather than on the camera.

Something like this:
Render each cubeface → store as float → then post process (bloom, color correction, etc)
This can be done within Unity itself, no need to save as EXR or anything, though it might help with post-post processing if you need that.

Hi guys

Thanks for taking your time to respond. I have made some progress

I went away from using the original asset from the picture I showed yesterday. Instead I am now using this: VR Panorama 360 PRO Renderer | Video | Unity Asset Store.

The picture can be very high res, which is great for my needs. However I am now having a very strange issue with the “Fog” completely burning out the leaves on my trees.

The leaves are a standard “HDRP Lit” shader, so its not using any fancy material types. If I turn off my fog, my trees look normal.

I have a feeling its either the Exposure on the HDRI sky or the fog settings I have to tweak. Any ideas? :slight_smile:

Thanks guys!


To me it’s clear that the issue since the beginning is auto-exposure :
When the plugins take the 6 captures for the 6 cubemap faces, the camera is auto-exposing the view, resulting into different exposure levels for each face.
Try to add a volume with a fixed exposure that roughly works in all directions from your capture point, and it should work.

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Hi!

Yes that fixed it! Thanks so much

I can’t see an option to capture 360 in this package