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No blur on DX9 #3

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johnnycage10 opened this issue Mar 18, 2015 · 6 comments
Open

No blur on DX9 #3

johnnycage10 opened this issue Mar 18, 2015 · 6 comments

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@johnnycage10
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Hello,

I cannot get the blur to do anything (Changing the radius or the roughness of the material does not affect anything)

But it works on DX11 and on OpenGL.

Thanks!

@kode80
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kode80 commented Mar 18, 2015

Do you get any compilation errors for DX9? Also, can you confirm the latest revision has this issue? I merged my optimization branch yesterday that cuts down a fair amount of instructions - if you were reaching the limit on DX9 maybe the optimized code will help.

@johnnycage10
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I don't have any errors whatsoever. :)
And yes, I use the latest one, I even checked with your project, it does work with DX11 but as soon as I go in DX9 it doesn't blur anymore.
Thank you!

@kode80
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kode80 commented Mar 19, 2015

Ok, thanks for the update. I'll try and figure out the issue and report back in here.

@johnnycage10
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Thank you ! :)

@Rbn3D
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Rbn3D commented Apr 4, 2015

I have the same problem, but on both dx9 and dx11. Changing max blur radius or material roughness does not help.

I'm using latest revision, thank you.

@puck7744
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I have this same issue as well. If I force the renderer to use OpenGL 2.1 the blur always works. If I set it to DX9 or OpenGL Core it never works, and if I set it to DX11 it sometimes works, as strange as that is. The transitions between working and not working seem to be after restarting Unity or making changes that cause assets to reload. I'm thinking it's something to do with the way Unity is cross-compiling that particular shader?

This is using Unity 5.3 on Windows by the way.

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4 participants