View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002601 | NoesisGUI | Unity | public | 2023-05-16 22:25 | 2026-07-09 12:00 |
| Reporter | stonstad | Assigned To | jsantos | ||
| Priority | normal | Severity | feature | ||
| Status | resolved | Resolution | no change required | ||
| Product Version | 3.2.1 | ||||
| Target Version | 3.2.14 | ||||
| Summary | 0002601: Support HDR Textures in TextureSource | ||||
| Description | I'm attempting to use BackgoundEffect in Unity. I am compositing camera output to a RenderTexture. For HDR data to be preserved, Unity requires a texture format which supports HDR (DefaultHDR/Linear). Noesis does not support this format, and it shows HDR texures incorrectly. Ideally, a solution uses a grab pass w/ BackgroundEffect, or HDR support is added. I'll look into HDR to SDR conversion via a shader. | ||||
| Platform | Any | ||||
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I have two layers of UI (i.e. pop-ups) and for this reason, I still require Unity HDR texture support in Noesis. Thank you! |
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See https://www.noesisengine.com/forums/viewtopic.php?p=15825#p15825 |
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As far as I understand (I will verify as soon as possible) HDR textures should work (for example, with an Image). The problem is when offscreens (Opacity, Effects) are used, in this case our intermediate render targets are SDR so we should expose a way to indicate the format of this intermediate textures. |
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Hey Jesus. Are you thinking that Noesis can render out to Unity-HDR format? It is R16G16B16A16_SFloat with transparency? |
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Yes, we can render to that format but our intermediate textures are not going to work correctly until this is fixed. If you are not using intermediate texture (not Opacity, no effects) it should work. Yes, I know, a bit limited right now. I will be come back to this as soon as possible. |
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Hey JSantos! I am just circling back on this capability. Would you be willing to add a configuration option to enable users to specify whether intermediate render targets are SDR vs HDR? Unity-HDR is R16G16B16A16. |
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I have moved this ticket to 3.2.7, I will love to find time for this task. |
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This is necessary because you are rendering HDR images with Noesis right? And these images are part of an effect. |
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Hi Jesus! My use case is specific to BackgroundBlurEffect. I am rendering directly to the backbuffer for most scenarios. But if I present a user interface (i.e. pop-up window) above another user interface, I switch to using the visual tree as the BackgroundBlurEffect source. The visual tree contains the first layer of UI and it is blended with the backbuffer and presented in SDR. It has been a while, but I seem to recall that I can't background blur more than two layers of pixels unless at least one of them exists in the visual tree... e.g. Is there a better approach that I'm missing? I felt like I couldn't get any other approach to work for layered user interfaces, but perhaps I just did this wrong. |
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Nice screenshots. :) Would it be possible to have a renderdoc capture of one of those screenshot? If I understand this correctly, you are capturing the HDR background rendered by Unity and converting it to SDR to use it with the BackgroundBlurEffect right? |
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I am happy to provide a renderdoc capture. I am thinking it might be most helpful if I produce a small reproduction project? |
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Yes, that would be even better. The smaller and simpler the project, the better. Thanks! |
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This is a candidate for closure. It is overcome by events and/or working for me. Thank you! |
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Thank you! |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2023-05-16 22:25 | stonstad | New Issue | |
| 2023-05-17 12:18 | sfernandez | Assigned To | => jsantos |
| 2023-05-17 12:18 | sfernandez | Status | new => assigned |
| 2023-05-17 12:18 | sfernandez | Product Version | 3.2 => 3.2.1 |
| 2023-05-17 12:18 | sfernandez | Target Version | => 3.2.2 |
| 2023-05-17 12:18 | sfernandez | Summary | Supprt HDR Textures in TetureSoursce => Support HDR Textures in TextureSource |
| 2023-05-17 14:22 | jsantos | Target Version | 3.2.2 => 3.2 |
| 2023-07-05 17:43 | stonstad | Note Added: 0008586 | |
| 2023-07-05 17:50 | stonstad | Note Added: 0008587 | |
| 2023-07-06 11:30 | jsantos | Note Added: 0008589 | |
| 2023-08-15 22:38 | stonstad | Note Added: 0008638 | |
| 2023-08-16 19:32 | jsantos | Note Added: 0008644 | |
| 2024-12-07 16:16 | stonstad | Note Added: 0010190 | |
| 2024-12-09 12:48 | jsantos | Target Version | 3.2 => 3.2.7 |
| 2024-12-09 12:48 | jsantos | Note Added: 0010194 | |
| 2024-12-09 12:51 | jsantos | Note Added: 0010195 | |
| 2024-12-09 12:51 | jsantos | Status | assigned => feedback |
| 2024-12-09 21:17 | stonstad | Note Added: 0010201 | |
| 2024-12-09 21:17 | stonstad | Status | feedback => assigned |
| 2024-12-10 16:52 | jsantos | Note Added: 0010205 | |
| 2024-12-10 16:52 | jsantos | Status | assigned => feedback |
| 2024-12-11 22:30 | stonstad | Note Added: 0010212 | |
| 2024-12-11 22:30 | stonstad | Status | feedback => assigned |
| 2024-12-12 00:59 | jsantos | Note Added: 0010213 | |
| 2024-12-12 00:59 | jsantos | Status | assigned => feedback |
| 2025-01-20 17:42 | jsantos | Target Version | 3.2.7 => 3.2.8 |
| 2025-05-28 12:28 | jsantos | Target Version | 3.2.8 => 3.2.9 |
| 2025-10-02 00:49 | jsantos | Target Version | 3.2.9 => 3.2.10 |
| 2025-10-10 13:29 | jsantos | Category | Unity3D => Unity |
| 2025-10-20 18:25 | jsantos | Target Version | 3.2.10 => 3.2.11 |
| 2026-01-20 19:32 | jsantos | Target Version | 3.2.11 => 3.2.12 |
| 2026-03-04 00:39 | jsantos | Target Version | 3.2.12 => 3.2.13 |
| 2026-04-27 12:16 | jsantos | Target Version | 3.2.13 => 3.2.14 |
| 2026-07-08 22:16 | stonstad | Note Added: 0012399 | |
| 2026-07-08 22:16 | stonstad | Status | feedback => assigned |
| 2026-07-09 12:00 | jsantos | Status | assigned => resolved |
| 2026-07-09 12:00 | jsantos | Resolution | open => no change required |
| 2026-07-09 12:00 | jsantos | Note Added: 0012400 |