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Hololens color space supprt

Discussion in 'VR' started by elpie89, Mar 29, 2017.

  1. elpie89

    elpie89

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    Does the hololens support the Linear Color Space?
     
  2. KarlosZafra

    KarlosZafra

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  3. LaneFox

    LaneFox

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    Wait wut - seriously?

    Can someone explain this a little bit more?
     
  4. Tautvydas-Zilys

    Tautvydas-Zilys

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    Uhh it supports linear color space just fine as far as I know. If something doesn't work in it, it's a bug that needs to be brought to our attention.
     
    LaneFox and Dustin-Horne like this.
  5. elpie89

    elpie89

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    What I tested is to switch a project that was working in gamma space into a linear color space.
    And I had a black screen.
    What i would like understand is if this is a bug of unity to report, or is just a not implemented features.
    Thanks
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

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    That sounds like a bug. Can you report it?
     
  7. elpie89

    elpie89

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    I reported the bug, I have the same issue with my others project
     
  8. pfreese

    pfreese

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    We have a fix for this issue wending its way through our review and testing process. We'll try to get it out in a patch as quickly as possible.
     
  9. elpie89

    elpie89

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    That's a good news thanks
     
  10. smoluck

    smoluck

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    Yes, that really important, at a stage where all our Texturing have been done under Linear Color Space, it's really important to fix that, because at that moment Graphics look's totally Brighten up, with the Gamma Color Space.
     
  11. elpie89

    elpie89

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    In our pipeline I made a master shader that we use almost for every object , to solve this problem I added the possibility to convert the color space directly in the shader
     
  12. smoluck

    smoluck

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    interesting features elpie89.

    do you've tried it under 5.6 unity release ? is that fixed ?

    As we're developing hololens app, i've notice that trying to use the standard or standard (holotoolkit) shader, are really performance costly. is that the same for you ?
     
  13. elpie89

    elpie89

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    Yes thats the reason why I' m creating a master shaderthat is basically a big extension of the blinn phong configurable.
    In our case we use forward rendering path and most of the time the holograms supports only one light the directionals.
    In this way you remove a lot off draw calls.

    Anyway we updated to the 5.6 yesterday. So soon I will test if this bug as been fixed
     
    Last edited: Jun 7, 2017
  14. elpie89

    elpie89

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    I just finish my test, with Unity 5.6.1p2 still doesn't work.
     
  15. Baraff

    Baraff

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    Only using the Hololens emulator here but it seems linear is still not working in 5.6.2p2.
     
  16. unity_andrewc

    unity_andrewc

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    pfreese must have had his wires crossed at the time and thought this was a different bug that a coworker of ours was working out a fix for. Linear color space simply will not work with WindowsMR/HoloLens - we might want to consider hiding that option for this platform. The APIs provided to us hand us a back buffer, and there is no way we can request to be handed anything but a back buffer in gamma color space through those APIs.
     
  17. Baraff

    Baraff

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    Thanks for the clarification. Much appreciated.