Some effects in PRISM work in VR, but it is not officially supported, as I don’t have a devkit to build on, and I’ve heard Unity’s editor VR mode is still not 1:1 with actual HMDs. Most effects in PRISM should work in VR, only ones that might require special edge-case handling are depth-based effects like DoF or godrays.
Thanks for those screenshots, I’ll run some tests tonight but my initial thoughts are it could be shader-keyword related. When you are building the game, do you have lens flares and lens dirt checked as “on” in the PRISM inspector? If not, PRISM will optimize the build and strip out any effects that aren’t ticked.
If that doesn’t fix it, maybe PM me your PRISM inspector, OS, and GPU and I’ll see if I can get a repro going. It won’t be related to those warnings, they’re harmless but I should get around to removing them!
Holy shit, why is the second picture so blurry wow Amazing
Is it a texture problem in the second picture or is it so blurry because of unity… it’s so fantastic crispy and clear (your sharpener)
Lots of things can affect texture clarity - in that screenshot for example, IIRC it’s zoomed-in from 4K using one of the Unity image effects on DX9 that doesn’t account for the DX9 half-texel offset (so everything gets a half-pixel ‘blur’ by default, vs PRISM which doesn’t), and also PRISM’s ‘screen blend’ bloom option is used, which again makes the textures clearer when using LDR +bloom thanks to a smarter combine method. Throw PRISM’s sharpening on top, which is specifically tweaked to sharpen low-res textures, and you have a much sharper image. Jpg compression artifacts probably help PRISM in that case as well!
@GoGoGadget - Just wanted to shared this with you for any possible input. A tester of my game “The Deep Paths” on iOS is getting this weird visual effect happening. He’s running iOS 10.3 Beta 2 though, so I’m hoping it’s a problem with the beta. Prism is the only post-processing stuff running in the game, so I just thought I’d share it in case it triggered anything in your mind
Hmm… Shouldn’t be an issue with PRISM, I do know 2 other iOS games that use PRISM’s bloom that haven’t reported that issue (AFAIK of), but to be sure, could you export your version of PRISM that you’re using as a UnityPackage and message it to me? I’ll do a diff vs. current PRISM versions to see if it could be anything on my side.
That is very cool! I have a little request for a similar functionality: can you make a script to blend PRISM presets at will (function call)? I would very much like to blend into some reddish blurry preset when player’s health reaches 10% or to some shiny whitish one when uber heal spell is cast and back when it is done. Its not hard to salvage that from shown volumetric thing by myself but always better to have native)
Actually, there already is, that’s LerpToPreset in the docs/PrismEffects.cs LerpToPreset(PrismPreset preset, Time t) is what PRISM volumes use internally, next update it will be getting a few more overloads as well for extra control.
Just FYI - game was released today and we’ve had to pull it from the store. Now seeing this issue for ALL users that have either an iPhone 7 or 7 Plus. Will keep you posted as I troubleshoot in case it is something with PRISM.
Are you ONLY using Bloom? I wonder if the issue might be a combination of Bloom and some other effect - i.e. the Bloom issue is only there if you’ve also got certain other effect(s).
Anyway, I’ll be experimenting over the weekend to try to narrow down the exact issue on my game.