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Blur Node output resolution doesn't adapt to Visual Compositor's Resolution changes #36
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Hello, and thank you always for your valuable feedback. Due to the company reset earlier last year, we at Unity have unfortunately had to deprioritize the development of the AnimeToolbox packages. Under normal circumstances, this would limit our ability to implement new features or address existing bugs. However, the issues you've identified seem manageable, especially with the example code you provided. I believe I can allocate some time to release an updated version of VisualCompositor. We truly appreciate your understanding and continued support. |
I’m not sure about the criteria Unity uses for deciding whether or not to host code on GitHub, but if you can open-source VisualCompositor (host it on GitHub), I’d be happy to contribute and help maintain it within my capabilities, though of course, it would still require your review. For example, in the version I use, I’ve added simple I truly respect the work Unity is doing, and I wish you and the team continued success as you navigate through these changes. I look forward to any future updates or contributions I can make. Thank you again for your time and support~ |
I have released As you wrote above, the size of BlurNode should correspond to the size set in the VisualCompositor component by default, and the above patch release addresses this bug. I can understand the desire for the BlurNode's size to automatically match its input size, but that's probably something that we should do using a separate UI field, which could be considered for a future release, once we have resources to focus on developing this package further.
Would love to see you share your work with the community ! 😊 Do you think you could adapt your nodes using this method, or are there specific internal functions you need access to for this purpose? |
Many thanks!
I apologize, but since a considerable amount of time has passed, I'm having trouble recalling the exact modifications I made. Unfortunately, I can't locate the original project backup at the moment. However, if my memory serves me correctly, I believe the issue was related to the To resolve this, I changed this class and other related classes to public. |
Describe the bug
The output resolution of the
Blur Node
doesn't automatically adjust when the Resolution of the Visual Compositor component changes. This leads to rendering errors when the Resolution is modified, requiring theBlur Node
to be deleted and rebuilt.To Reproduce
Steps to reproduce the behavior:
Screenshots
Unity (please complete the following information):
Additional context
Currently, the
m_size
variable in theBlur Node
is only initialized toVector2Int.Zero
whenm_input
is null.It's then set to
Vector2Int(m_input.width, m_input.height)
.However, when
m_input
'swidth
andheight
change,m_size
isn't updated accordingly.I've implemented a temporary fix for this issue:
While frequent resolution changes may not be common, I believe this adjustment would be beneficial for flexibility and user experience. It's particularly useful when testing at lower resolutions (e.g., 1920x1080) but needing to output at higher resolutions (4K or 8K) to avoid aliasing issues.
I haven't verified if other nodes have similar issues, but it might be worth investigating.
Additionally, I've noticed a change in
VisualCompositor 0.30.6
regarding the namespace location for RenderGraphModule in Unity 6. Specifically, inRuntime\Scripts\Nodes\ColorGrading\URP\ColorGradingLutPass.cs
, the line:was updated to:
This change has resulted in compatibility issues for users with older Unity versions, requiring them to manually downgrade to
VisualCompositor 0.30.5
.I believe it might be beneficial to use a preprocessor directive like
#if UNITY_VERSION_2023_OR_NEWER
to handle this change. This approach would allow for better version compatibility across different Unity releases.Would it be possible to consider implementing this change? It could greatly improve the user experience for those working with various Unity versions.
Thank you for your consideration.
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