Unity 2.6 Bloor shader in DirectX renders up side down.
Unity 3.0 DOF shader in DirectX renders up side down.
Unity 3.1 DOF shader in DirectX renders up side down.
Unity 3.2 DOF shader and Luminance2NormalBlor render in DirectX up side down.
Are you guys not going to fix this at all, quite the opposite, make it more and more problematic for us?
Edit:
Looks like Motion shader is doing the same thing now, or maybe my computer finally needs reboot
Have you updated your image effects to 3.2? Although I had the âupside downâ issue in 2.6.1 with some image effects + anti-aliasing, I havenât seen this with 3.1 or 3.2.
bigkahuna,
yea, it is here in 3.2 more then ever. Three shaders are affected, the whole bunch of DOF , Edge and Motion Bloor.
Looks to me like rendered texture coordinates are flipped but having no experience with shaders whatsoever I can only guess.
Not had any upside down issues since 3.0 here either.
I think, if youâre having trouble with them on so many different versions, then itâs probably an issue with your setup, update drivers etc. the usual drill.
If I remember correctly though, back on 2.6.1⊠oh wait, bigkahuna already mentioned that with the AA causing it. Iâd suggest changing some of your video cards settings in its control panel. Iâve fixed issues before by changing otherwise unrelated settings (like getting Minecraft to stop crashing on load by doing something with the VSynch I think it was, or something equally unsuspecting like that, donât remember properly now).
I have noticed the same when updating to 3.2; I did a test by switching Flood Gates from forward to deferred rendering then added the luminance-based edge detection to replace antialiasing. It flipped the screen upside down as well as mirrored it. Text is backwards even when the camera is rotated upright. The mouse-driven input just doesnât work consistently anymore, of course.
Putting the same effect on a brand new project and camera seemed to work correctly.
I use a fixed camera (which is already rotated) for this game, so perhaps that might be part of the issue?
Does it behave the same with orbiting cameras, for example?
Werewraith,
I have exactly the same symptoms. Luminance-based edge detection gives me up and down mirror kind of effect. Whatever is at the bottom is mirrored vertically. Everything is mirrored horizontally as well. On the new project works well for some time and after some tweaks and changes goes banana as well.
This is new Nvidia video card, with new drivers. I tested with my old video card - even worse.
Manipulating cameras does nothing good whatsoever. It is constant problem.
I updated and reloaded image FX folder couple times, but nothing helps.
Correction:
DOF gives me this mirror effect with very bright contour lines on game elements
LuminanceEdgeBlur gives just up side down flip.
MotionBloor is OK.
I was able to pinpoint this flipflop.
It flips only if your cameraâs rendering path is set to Use Player Setting.
In my case, Editorâs player is set to Fantastic.
Changing rendering path to Deferred Lighting solves the problem.
@agrios - If youâve identified a reproduce-able issue, please file a small example project in a bug report. That way it will get UTâs attention and (hopefully) will get fixed soon.
Well that in itself isnât the problem then, the problem is you had it in forward rendering in your player settings and if it was default Fantastic settings, most likely high AA was running too, and they werenât working in that, apparently, but work in Deferred. So since thatâs the case, itâs the same old problem as before. Have you tried it without AA in forward? That was what used to fix it. You could try turning AA off entirely in Unity, and let the end user override AA settings via their video cards. I wonder if it would still cause the same problem if AA was applied that way. I know itâs still the same AA, but the method of itâs use could well be different enough to get around the problem.