I am writing a fisheye camera simulator for my project, and for that I decided to try writing a custom HDRP shader. The actual fisheye effect seems to work but for some reason everything is blurred in one direction or another. This was happening while I developing the shader too. This doesn't seem like a simple fisheye distortion as it doesn't follow any fisheye lines and happens on the entire screen area, but if it is, how do i work around overcome this?
Has anyone seen this effect? What causes this and how to fix it?
#Weird blur in my fisheye HDRP shader
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all tutorials online i saw before were on BRP/URP :/
a bit about my setup:
i have two cameras, one (CubemapCam) renders a cubemap to a RenderTexture and another (MainCam) displays that cubemap on the screen. there is a global postprocessing volume that runs the fisheye effect which actually calls my shader. the volume is on a PostFX layer and MainCam uses that as the volume mask
also, i just realized that CubemapCam also renders to Display 2 and this is what you can see there, so it seems to confirm that the blur does not come from the fisheye distortion
ping on reply pls
shader
Try disabling motion blur from post processing
Just a guess but it could be that the distortion causes a mismatch with motion vectors, so motion blur would treat the distortion as "motion"