Thanks alot DHR
I played around with the numbers and it worked with some
compromise less smearing on the Side but the position of the clouds and skybox
gets bended over to one side. For me its very good because i didnt recognise
the smearing on the side playing on a big screen but for an official release its
maybe not enough. Would you use the same formula for Volumetric 3d Clouds?
Thanks alot DHR
I played around with the numbers and it worked with some
compromise less smearing on the Side but the position of the clouds and skybox
gets bended over to one side. For me its very good because i didnt recognise
the smearing on the side playing on a big screen but for an official release its
maybe not enough. Would you use the same formula for Volumetric 3d Clouds?
do you have some screenshots with this fix:
[code]o1.x += stereo.x;[/code]
and this fix (with the numbers you found that works the best):
[code]o1.x += stereo.x * 0.88;
o1.xyz *= 1.15;[/code]
Try with this:
[code]o1.x += stereo.x * 0.9;
o1.xy *= 1.025;[/code]
and this:
[code]o1.x += stereo.x * 0.9;
o1.x *= 1.025;
[/code]
Those stripes are new....never see that behavior.
[quote="DHR"]Those stripes are new....never see that behavior.[/quote]Looks like it's a sky sphere instead of a sky box, though it's not entirely clear to me why the adjustment is revealing that. There might be a second shader that will need the same adjustment.
Another thought - what happens if you adjust the texcoord instead of the position? Either o0.x -= stereo.x/2; at the end of the shader or v1.x -= stereo.x/2; at the start?
[quote][code]
o1.x += stereo.x * 0.88;
o1.xyz *= 1.15;
[/code][/quote]I don't recommend using these type of fudge factors unless it's a last resort, and I'm not positive if they will work on other screen sizes (i.e. you might be picking values that only work for you). If you need to stretch an effect to fill up the gaps at the side of the screen try multiplying by the absolute value of 1+separation instead (not necessarily to the output - you may need texcoords to match so experiment a little and see what works):
[code]
o1.x *= 1 + abs(stereo.x);
[/code]
DHR said:Those stripes are new....never see that behavior.
Looks like it's a sky sphere instead of a sky box, though it's not entirely clear to me why the adjustment is revealing that. There might be a second shader that will need the same adjustment.
Another thought - what happens if you adjust the texcoord instead of the position? Either o0.x -= stereo.x/2; at the end of the shader or v1.x -= stereo.x/2; at the start?
o1.x += stereo.x * 0.88;
o1.xyz *= 1.15;
I don't recommend using these type of fudge factors unless it's a last resort, and I'm not positive if they will work on other screen sizes (i.e. you might be picking values that only work for you). If you need to stretch an effect to fill up the gaps at the side of the screen try multiplying by the absolute value of 1+separation instead (not necessarily to the output - you may need texcoords to match so experiment a little and see what works):
o1.x *= 1 + abs(stereo.x);
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Wohoo thanks alot DSS and DHR
This one at the beginning of the code did it[code]{
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
v1.x -= stereo.x/2;[/code]
First Pic in Low quality cloud settings looks perfect
Second is in High quality cloud settings there seems in the
distance are something wrong with the convergence maybe?
But not a big deal because the only difference between high and
low is the smoothness of the movement from the clouds.
First Pic in Low quality cloud settings looks perfect
Second is in High quality cloud settings there seems in the
distance are something wrong with the convergence maybe?
But not a big deal because the only difference between high and
low is the smoothness of the movement from the clouds.
[quote="DHR"]The first pictures seems right...[/quote]
No, it doesn't look completely right. The skybox is at more depth than the furthest scenery, and clouds seem somewhat stereoized in the Y axis.
The second picture just makes it a lot more apparent.
ah sorry i forget to set the monitorsize back
to normal before makin pics 5% is like 100%
on my screen. What you think should i post this
fix on helixmod?
To fast maybe more testing is required:)
ah sorry i forget to set the monitorsize back
to normal before makin pics 5% is like 100%
on my screen. What you think should i post this
fix on helixmod?
To fast maybe more testing is required:)
Misalignment in the Y axis is eye-strain inducing bad, but this at least tells us that the texcoords are in a different coordinate system that is not lined up with the screen.
If the vertex shader seems like a dead end it might be one of the cases where the adjustment has to go in somewhere in the pixel shader - it might be worth taking a look at it and experimenting with adjustments in different spots to see if you can find somewhere to move the sky in the right direction without breaking anything else. It's a little harder to give concrete suggestions for exactly what to do to fix a sky pixel shader because they tend to be a bit more complicated than vertex shaders, but play around and you might find something.
Misalignment in the Y axis is eye-strain inducing bad, but this at least tells us that the texcoords are in a different coordinate system that is not lined up with the screen.
If the vertex shader seems like a dead end it might be one of the cases where the adjustment has to go in somewhere in the pixel shader - it might be worth taking a look at it and experimenting with adjustments in different spots to see if you can find somewhere to move the sky in the right direction without breaking anything else. It's a little harder to give concrete suggestions for exactly what to do to fix a sky pixel shader because they tend to be a bit more complicated than vertex shaders, but play around and you might find something.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
yes...now looking the first screenshots in my 3DTV looks bit strange (yesterday look the screnshoot cross-eye)
Also i recommend to disable that monitor hack depth....that may be causing issues with the original know common fix pattern.
//lights under station bay in hangar need to fix..12-14
// ---- Created with 3Dmigoto v1.2.54 on Fri Dec 14 18:31:18 2018
cbuffer cb0 : register(b0)
{
float4 cb0[9];
}
OK Onto the next one that I am finding difficult to fix.. this shader I think needs a double fix as part of it is fixed in the following shader but then some light in this same shader are still broke..
//Station green/red lights outside and bright lights in corner of landing pad..
// ---- Created with 3Dmigoto v1.2.54 on Fri Nov 09 14:10:00 2018
Texture2D<float4> t0 : register(t0);
here is a screenshot the first shows the red/green lights. if you look closely the lights from inside the station bleed through to the outside of the station even tho you should only see the red/green lights outside.. the red lights on the right near the entrance is supposed to be there the green lights are from the inside and should be invisible but they are not..
Also if you look on the outer rim of the station you see bright white lights with one eye effect.. so I would appreciate if you guys can let me in on how to do a Double fix if it is possible..
I tried looking for differnt shaders but all those lights I mentioned are in this 1 shader.. anyhelp appreciated..
I am trying to stereoise ('trying' in this case meaning having no clue and randomly applying fixes I located from other unity 2018 games without success) a shader from "re-entry : An orbital simulation".
The shader is as follows (it is an earth atmosphere blue haze effect)
// ---- Created with 3Dmigoto v1.3.11 on Sat Dec 22 10:40:48 2018
Texture2D<float4> t2 : register(t2);
I have already applied the Universal Unity fix but this shader is problematic. I have disabled other problematic shaders but disabling this one reduces the visuals somewhat.
I played around with the numbers and it worked with some
compromise less smearing on the Side but the position of the clouds and skybox
gets bended over to one side. For me its very good because i didnt recognise
the smearing on the side playing on a big screen but for an official release its
maybe not enough. Would you use the same formula for Volumetric 3d Clouds?
and this fix (with the numbers you found that works the best):
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
and this:
Those stripes are new....never see that behavior.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Another thought - what happens if you adjust the texcoord instead of the position? Either o0.x -= stereo.x/2; at the end of the shader or v1.x -= stereo.x/2; at the start?
I don't recommend using these type of fudge factors unless it's a last resort, and I'm not positive if they will work on other screen sizes (i.e. you might be picking values that only work for you). If you need to stretch an effect to fill up the gaps at the side of the screen try multiplying by the absolute value of 1+separation instead (not necessarily to the output - you may need texcoords to match so experiment a little and see what works):
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
This one at the beginning of the code did it
First Pic in Low quality cloud settings looks perfect
Second is in High quality cloud settings there seems in the
distance are something wrong with the convergence maybe?
But not a big deal because the only difference between high and
low is the smoothness of the movement from the clouds.
You play at 5% depth? just noticed in the screenshot
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
No, it doesn't look completely right. The skybox is at more depth than the furthest scenery, and clouds seem somewhat stereoized in the Y axis.
The second picture just makes it a lot more apparent.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
to normal before makin pics 5% is like 100%
on my screen. What you think should i post this
fix on helixmod?
To fast maybe more testing is required:)
If the vertex shader seems like a dead end it might be one of the cases where the adjustment has to go in somewhere in the pixel shader - it might be worth taking a look at it and experimenting with adjustments in different spots to see if you can find somewhere to move the sky in the right direction without breaking anything else. It's a little harder to give concrete suggestions for exactly what to do to fix a sky pixel shader because they tend to be a bit more complicated than vertex shaders, but play around and you might find something.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Also i recommend to disable that monitor hack depth....that may be causing issues with the original know common fix pattern.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Im very happy with your fixes and grateful what you guys
doin for the 3d vision community.
EDIT: SOLVED IT WITH THE FOLLOWING CODE:
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
here is a screenshot the first shows the red/green lights. if you look closely the lights from inside the station bleed through to the outside of the station even tho you should only see the red/green lights outside.. the red lights on the right near the entrance is supposed to be there the green lights are from the inside and should be invisible but they are not..
Also if you look on the outer rim of the station you see bright white lights with one eye effect.. so I would appreciate if you guys can let me in on how to do a Double fix if it is possible..
I tried looking for differnt shaders but all those lights I mentioned are in this 1 shader.. anyhelp appreciated..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I am trying to stereoise ('trying' in this case meaning having no clue and randomly applying fixes I located from other unity 2018 games without success) a shader from "re-entry : An orbital simulation".
The shader is as follows (it is an earth atmosphere blue haze effect)
I have already applied the Universal Unity fix but this shader is problematic. I have disabled other problematic shaders but disabling this one reduces the visuals somewhat.
Any help greatly appreciated.