#Weird blur in my fisheye HDRP shader

1 messages · Page 1 of 1 (latest)

wet quest
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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?

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all tutorials online i saw before were on BRP/URP :/

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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

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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

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ping on reply pls

tribal salmon