schellingb / UnityCapture

Streams Unity rendered output to other Windows applications as virtual capture device

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alpha channel with post-processing

BASHMIX opened this issue · comments

I have problems when using any of post-processing V2 effects (Ao, Bloom, DOF, Motion blur) and capturing with Alpha channel, I believe its caused by the post-processing shaders.
so can I choose when to export alpha for each camera and when not?
and Thanks for this Awesome plugin 👍

Hi there
Not exporting alpha is not that simlpe because the rendered camera image always has 4 channels (including alpha) no matter what. So "not exporting alpha" would actually mean filling the alpha channel with 255 at some point in the image transfer.
It would be much easier to set the background color of your camera with alpha = 255. Is that not possible for you?
Also, what problems are you seeing? A quick test here with Unity 2018.2 and Post-processing 2.0.1.7 makes the effects you listed look decent even with alpha tracking (with camera background color set to 0,0,0,0).

capture1
thank you for your replay, the image attached shows the problem I talk about in OBS I use the video format ARGB because I am using the same source for multiple unity cameras in the scene that some of them needs an alpha channel, in the image attached you can see the OBS background layer visible in shadow areas of the post-processing effects (Ao, DOF) - for this camera I have the background color to 0,0,0,0 and I am using Unity 2018.2 and pp ver 2.0.17.
thanks in Advance

however, I found a solution by using a second capture device for the the none-alpha camera and disable alpha in OBS and thank you again for this amazing plugin