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Question by Shadowmage45 · Oct 24, 2018 at 08:42 PM · renderingshaderscubemap

How to use CubeBlur shader

Attempting to fix some issues in KerbalSpaceProgram regarding render-probes; one venue of investigation is to do our own cubemap convolution.

I cannot for the life of me figure out how to get the Hidden/CubeBlur shader to work for blurring from one cubemap to another.

What combination of Graphics.SetRenderTarget / Graphics.Blit is needed to use this shader (given a source 'raw' cubemap, and a destination 'convoluted' cubemap)?

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avatar image Fewes · Jan 23, 2019 at 07:18 PM 0
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Did you ever find an answer to this? I've run into the exact same problem.

avatar image Shadowmage45 · Jan 23, 2019 at 07:21 PM 0
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Unfortunately, no.

Any attempts to render into a cubemap face fail due to the set-target methods not actually setting the target to the specified face. If -that- can be figured out, the rest can likely fall into place without too much difficulty.

Fairly certain this is a bug in the API/implementation, but I've never seen enough interest in it from others to make submitting a bug-report worthwhile.

avatar image Fewes Shadowmage45 · Jan 23, 2019 at 07:26 PM 0
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Do you mean rendering to a cubemap face in general, or specifically when doing mip mapping? I've managed to render to a specific cubemap face, but when blitting a cubemap to another, the result seems to be black if the mip level is specified. I've got a thread set up for it here if you are interested.

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