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The Valve code is incomplete. I had to change the ValveCamera script to pass the cookies across to the shader where it sets up the light constants and also some light information about each spotlight. I then changed the fragment calculation function in vr_lighting.cginc to sample the cookie based on the new shader data I had set up. I did put my code in the same location as the commented code. Sorry, I'm at home now and don't have the code to hand.
To be honest, other than noting where some of the commented code was I didn't reference their implementation at all.
https://twitter.com/hellobard/status/781450081065177088
Wonderful to get that bloom back in my life :D
Just what my game needs :) Thank you !!!
Hey, I have also met this question. How did you solve the problem? Can you please share?
I'm now using the latest patch version 5.4.1p4 and get the same:
http://i.imgur.com/HGruBq2.png
Is there a known bug here? A known fix?
I've seen previously that using 'additive' does the same, however I am not using additive and actually even on a new scene with nothing in it it still occurs, which leads me to believe the shader is at fault
EDIT: Ok... problem solved perhaps. I commented out the entire IF statement surrounding the bug and it appears to work. As I have no real idea what it does (not really) I don't know if this breaks anything else... but for now I'm happy.
I had this issue when marking things via valve shader as UNLIT.
I had the same problem in unity 5.5 but thankfully someone on GitHub was able to provide a code fix: https://github.com/ValveSoftware/the_lab_renderer/issues/16
Shadows now working again!
There is also a fix for the flickering problem when using Adaptive Quality: https://github.com/ValveSoftware/the_lab_renderer/pull/17
Now that I go the lab renderer to work properly, I can't believe the improvement in quality/performance!!!
@zordon posted one shader in post #45, but that doesn't work for me at least.
Any chance you could post your solution somewhere? I've been struggling to get cookies working for a while now. (I've got them working on point lights, but spot lights are being stubborn.)
This is probably because you have point lights with shadows on. We found that Lab Renderer bugs with point lights and multiplies their number. We could have only 4 or 5 point lights with shadows and the 18 light limit was reached. With spotlights you can have 18 with shadows and it's fine. Directional light also works fine.
So it's a good idea to not have any point lights with shadows.
If the shadows are not completely turning on and off, but rather showing small aliasing error and flickering, then try increasing shadow resolution from lights and camera eye, switching off adaptive quality, then single-pass rendering. One of those is probably culprit.
Try using VRTK adaptive quality if you want that, it works better.
Actually that is not an error ;) If you look closely a point light has to ligh way more around it. Best to use as small point lights as possible. Spot light with wide angles look preety much the same on some ocassions ;)
Also try to split the UNITY view in a way that both GAME VIEW and SCENE VIEW are being shown- this will refresh both views (leaving only scene view doesnt refresh the shadows!).