Author Topic: Outer Glow & See Through  (Read 111 times)

alchemist_wurzelpurzel

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Outer Glow & See Through
« on: November 25, 2021, 01:12:39 PM »
Hi there!

Using Unity 2020.3.17, URP 10.6.0, and Highlight Plus 7.5.1.
Is there a way to make Outer Glow (Always On Top) work with See Through (Always When Occluded)?

I have a very simple test scene:
2 default planes rotated towards camera: One for occlusion and one further behind for depth purposes.
A Cube behind the first plane with a HighlightEffect and settings shown in the first screenshot.

Expected result would be to have both the glow and the red see through effect but the Outer Glow seems to negate the See Through as can be seen in the second screenshot. Is this intended or a bug?
No RendererFeatures active besides HighlightPlus.

Otherwise a splendid asset, I am very satisfied so far!

Cheers!

Kronnect

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Re: Outer Glow & See Through
« Reply #1 on: November 25, 2021, 05:12:12 PM »
Hi,

This should be fixed in latest beta.

Regards

alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #2 on: November 25, 2021, 06:21:16 PM »
Hi and thank you for the quick reply!
Sounds good, is there an ETA on the release?

Cheers

Kronnect

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Re: Outer Glow & See Through
« Reply #3 on: November 25, 2021, 06:58:04 PM »
Next week probably. We give some extra days so other users can beta-test the new version.

alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #4 on: November 29, 2021, 04:48:08 PM »
Hi there!

I can confirm that version 7.5.2 fixes the issue, thank you very much!

However I have noticed another issue but maybe this one is on us:
We are using Skinned Mesh Renderers and since we haven't started optimizing a lot yet, our characters still have many single Skinned Mesh Renderers instead of one that has all meshes combined.
Now the See Through effect will render the parts of our skinned meshes that are occluded by their own character which is not intended. This does not happen with regular Cubes and Mesh Renderers however so I am wondering if this is an issue with Highlight Plus or if we just need to combine our Skinned Meshes and it will be fine?

Cheers

Kronnect

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Re: Outer Glow & See Through
« Reply #5 on: November 29, 2021, 05:11:52 PM »
If you have the "Always On Top" option enabled on the outer glow, this disables stencil checks for the see-through which can produce that side effect. Setting the visibility to Normal in outer glow should prevent self-occlusion.

alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #6 on: November 29, 2021, 05:43:55 PM »
Would there be a way to have the Outer Glow be Always On Top and still prevent the self occlusion side effect of the See Through?

Kronnect

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Re: Outer Glow & See Through
« Reply #7 on: November 30, 2021, 12:04:37 PM »
Check latest beta:


alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #8 on: December 03, 2021, 08:11:44 AM »
Hi and thank you for granting me access to the beta, I have checked the latest beta 7.6.b5 but unfortunately the issue persists.

I have now also tested it with only one Skinned Mesh Renderer that has only one combined mesh and several materials assigned to it.
I have also noticed that using Highest quality for the Outer Glow will make all of the geometry vanish in Scene View (see screenshot).

« Last Edit: December 03, 2021, 08:17:15 AM by alchemist_wurzelpurzel »

Kronnect

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Re: Outer Glow & See Through
« Reply #9 on: December 03, 2021, 06:59:16 PM »
It's strange that it doesn't show up in SceneView.

I have just installed the latest beta on a new project using latest Unity 2020.3 LTS (fresh install) and used the complete demo scene. As you can see, Outer Glow with Always Visible mode and See-Through work fine in both Scene View and Game View (tested on Mac and Windows):

alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #10 on: Today at 08:31:02 AM »
It is the same in my test scene, although I cannot seem to find that robot mesh you are using. It happens as soon as I turn on the Outer Glow and does not happen when it is turned off (see screenshot with Outer Glow at 0.1).

I am not using any other Renderer Features. We have MSAA turned off.

alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #11 on: Today at 08:54:08 AM »
Alright I have created a fresh URP project and installed the 7.6b5 version and added the Robot Demo to it.
The Robot looks fine, our Dynamic Bone test model does not. The most obvious difference between the two is that the self occluding model has lots of materials (28) in its Skinned Mesh Renderer and the Robot only has 1.

So maybe this causes it?

Kronnect

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Re: Outer Glow & See Through
« Reply #12 on: Today at 09:11:39 AM »
Could you please send a repro scene including your model?

alchemist_wurzelpurzel

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Re: Outer Glow & See Through
« Reply #13 on: Today at 09:20:01 AM »
(Thanks)
Unity 2020.3.17 fresh project.
« Last Edit: Today at 09:26:50 AM by Kronnect »