Single Pass Stereo Rendering Unity 2017.41f1 / 2018.1.1f1

Industry Level Post-Process Bloom

Single Pass Stereo Rendering Unity 2017.41f1 / 2018.1.1f1

Postby Gustaf » Thu Jun 07, 2018 1:57 pm

Hi

We are having trouble using the Amplify Bloom (trial version) on the Gear VR with Single Pass Rendering.
Play Mode in the Editor and uploading a build using multi pass works fine. However when trying to push a single pass rendering build with the bloom applied the screen is just black. Build also runs fine with singlepass rendering without the amplified bloom. Any tips ? :)

Logcat is giving the following error:
06-07 15:11:10.445 9016 9132 E Unity : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state
06-07 15:11:10.445 9016 9132 E Unity :
06-07 15:11:10.445 9016 9132 E Unity : (Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp Line: 336)
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Re: Single Pass Stereo Rendering Unity 2017.41f1 / 2018.1.1f

Postby Amplify_Borba » Mon Jun 11, 2018 3:02 pm

Hello!

Since we're in touch via email, I'll be updating this thread as soon as we have any developments regarding the reported issue for anyone else who might have stumbled into it.
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Re: Single Pass Stereo Rendering Unity 2017.41f1 / 2018.1.1f

Postby franadoriv » Mon Aug 20, 2018 2:10 am

Still not working


    AmplifyBloomTrial_Unity5.unitypackage 14 May 2018
    Unity 2018.2.3f1
    Single Pass
    Oculus Go

The screen is full fill with white and black squares.

This issue was reported more than 2 months ago, is really difficult to fix it?
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Re: Single Pass Stereo Rendering Unity 2017.41f1 / 2018.1.1f

Postby Amplify_Borba » Mon Aug 20, 2018 11:35 am

franadoriv wrote:Still not working


    AmplifyBloomTrial_Unity5.unitypackage 14 May 2018
    Unity 2018.2.3f1
    Single Pass
    Oculus Go

The screen is full fill with white and black squares.

This issue was reported more than 2 months ago, is really difficult to fix it?


Hello, thank you for getting in touch!

Borrowing from what I've stated in the last email exchange with the original poster, we apologize for the fact that we haven't been able to crack this issue yet, despite our developer being overloaded with work we're doing our best to push an update that addresses several reported issues, together with this one.

Do note that it's expected that these issues can take some additional time to be solved, in this specific case because they are caused by several internal changes that have been and are being made in Unity, which seem to have impacted most post processing effects.

That being said, please rest assured that we're working hard on releasing a solid update that accounts for as many devices and versions as possible, thank you for understanding.
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