BTW.. if you will fix that issue - Amplify AO will be only one solution which works with The Lab Renderer (except default one from Unity), I`ve tested all popular solutions on store (TSSAO,SSAO Pro,SESSAO)
Search found 6 matches
- Tue Jan 10, 2017 6:06 pm
- Forum: General Discussion
- Topic: AO vs The Lab Renderer
- Replies: 6
- Views: 5311
Re: AO vs The Lab Renderer
Glad to hear that!
BTW.. if you will fix that issue - Amplify AO will be only one solution which works with The Lab Renderer (except default one from Unity), I`ve tested all popular solutions on store (TSSAO,SSAO Pro,SESSAO)
BTW.. if you will fix that issue - Amplify AO will be only one solution which works with The Lab Renderer (except default one from Unity), I`ve tested all popular solutions on store (TSSAO,SSAO Pro,SESSAO)
- Mon Jan 09, 2017 11:36 pm
- Forum: General Discussion
- Topic: AO vs The Lab Renderer
- Replies: 6
- Views: 5311
Re: AO vs The Lab Renderer
Thank you Ricardo!
Already have sent you a reproducing project on mail.
Can`t attach it here by security reasons (because it contains your sources)
Already have sent you a reproducing project on mail.
Can`t attach it here by security reasons (because it contains your sources)
- Mon Jan 09, 2017 10:00 pm
- Forum: General Discussion
- Topic: AO vs The Lab Renderer
- Replies: 6
- Views: 5311
AO vs The Lab Renderer
First of all - thank you for such great products!
I have only one problem, maybe you can help me with that. Using The Lab Renderer it not work I guess because of some special code in vr_standard shader, but Ambient Occlusion from Cinematic Image Effects works fine. Any adea what could be different?
I have only one problem, maybe you can help me with that. Using The Lab Renderer it not work I guess because of some special code in vr_standard shader, but Ambient Occlusion from Cinematic Image Effects works fine. Any adea what could be different?
- Sat Jan 23, 2016 12:34 pm
- Forum: General Discussion
- Topic: Enable/Disable components after volume interpolated exit
- Replies: 5
- Views: 4559
Re: Enable/Disable components after volume interpolated exit
Hi!
Any news?
I also found a problem with UFPS. As far as you use sphere collider to detect in what volume now we are it cause problems for UFPS, because it collides with that sphere. Maybe it have sence to use just Physics.SphereCast?
Any news?
I also found a problem with UFPS. As far as you use sphere collider to detect in what volume now we are it cause problems for UFPS, because it collides with that sphere. Maybe it have sence to use just Physics.SphereCast?
- Thu Oct 15, 2015 8:47 am
- Forum: General Discussion
- Topic: Enable/Disable components after volume interpolated exit
- Replies: 5
- Views: 4559
Re: Enable/Disable components after volume interpolated exit
Hi Ricardo!
Thank you for quick response! Looking forward to get this feature as it can save a lot of performance.
For now I did script, which observes values of all post-effects and on some threshold disable them.
Thank you for quick response! Looking forward to get this feature as it can save a lot of performance.
For now I did script, which observes values of all post-effects and on some threshold disable them.
- Wed Oct 14, 2015 10:33 am
- Forum: General Discussion
- Topic: Enable/Disable components after volume interpolated exit
- Replies: 5
- Views: 4559
Enable/Disable components after volume interpolated exit
Hi!
Is it possible to Enable/Disable components (camera effects) after my camera leave some volume and all float values interpolation is done?
Is it possible to Enable/Disable components (camera effects) after my camera leave some volume and all float values interpolation is done?