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
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.
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?
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.