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Question by XRA · Aug 23, 2014 at 01:37 PM · linuxopengldepthdirectx

Why is Depth different in OpenGL?

I get different results with the CameraMotionBlur image effect, the Camera Velocity texture seems to be generated inaccurately on OpenGL hardware (Linux). The velocity from when the camera moves to a new position seems to have a very large magnitude compared to DirectX.

From looking into it, it seems to be something to do with the prevClipPos and clipPos... but I'm not sure.

The clipPos gets Z set from the DepthTexture, and is multiplied by the _ToPrevViewProjCombined matrix to get the prevClipPos. It seems like the depth & z position coming from that _ToPrevViewProjCombined matrix are not in the same range (bias?), is it to do with OpenGL's depth buffer being -1 to 1, while DirectX is 0 to 1 ?

Any helps appreciated!

EDIT

For reference, I'm using the CameraMotionBlur .js & .shader which is a standard image effect.

I've modified it to only display the CameraVelocity Pass's output, and this is where I'm seeing differences between OpenGL and DirectX hardware (Linux vs Win)

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Answer by XRA · Aug 24, 2014 at 12:50 AM

turns out it is Unity "blacklisting" the Intel GPU in this Steambox (Intel Iris Pro 5200). I had to hex edit the executable removing the name 'Intel', and this solved all my rendering issues.

http://forum.unity3d.com/threads/image-effects-and-shadows-disabled-on-ubuntu.212428/

http://issuetracker.unity3d.com/issues/deferred-lighting-doesnt-work-on-intel-hd-graphics

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