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Augmentations going dark, becoming silhouetted

October 19, 2012 - 12:08pm #1

I have been working on an iOS QCAR app that runs on an iPad. The app uses frame markers and the augmentations are 3 different models of some fish. The fish look great, they use Transparent/Cutout/Bumped Specular shaders in Unity. But occasionally the fish will go dark, or even black and just seem to be silhouettes. Could this be due to the shaders being used? Unity warns that they are expensive for the iOS platform. Has anyone else had this issue and have any suggestions? Thanks!

 

Augmentations going dark, becoming silhouetted

November 11, 2012 - 5:39am #7

One thing you can also try is to attach the Light as child of the ARCamera (I tried that and it seesm to work pretty well, a the light always move together with your viewpoint);

this usually gives nice results and in principle it should not be affected by the silouhetted dark rendering issue, as the light will stay in the camera reference frame.

For the rest, if you have any updates on this, please share.

 

Augmentations going dark, becoming silhouetted

November 9, 2012 - 9:58am #6

I'm using the frame markers package, and didn't change the light at all so it's the original directional light, and has no parent. I'm testing a build now that has a directional light for each target. It's working well but this app is installed as an in-store display and I have not been able to reproduce the problem here at the office, so time will tell.

Augmentations going dark, becoming silhouetted

November 9, 2012 - 9:11am #5

You can maybe try adding a light to each target and see if the result is visually acceptable without too much work dealing with intensity adjustment.

A question: in your original setup (i.e. when you get dark silouhetted shapes), is the light child of ARCamera ? Is it a point light or directional ?

Augmentations going dark, becoming silhouetted

November 9, 2012 - 8:02am #4

Thanks David, I will try that. I have 3 targets, should I just make the light a child of one of them, or duplicate it for each target. If I went with multiple lights I suppose I will have to adjust the intensity. 

Augmentations going dark, becoming silhouetted

November 3, 2012 - 1:53pm #3

I've seen this on iOS devices as well. Try adding the light as a child of the target. That's resolved the issue for me.

Augmentations going dark, becoming silhouetted

October 22, 2012 - 2:59am #2

Hi, one possible issue with Unity might be the "Light culling"; Light culling is a technique used by Unity to determine if objects are actually reached by lights (e.g. if you have a PointLight with some limited influence distance) and eventually culling Lights away (i.e. disabling the lights if Unity thinks that they are not reaching your scene objects, or something like that);

it seems that there has been some kind of issue in Unity with this Light Culling technique, potentially going wrong under some special circumstances (I dont know if this has been fixed in more recent versions of Unity);

so, it could be (but that's just an hypothesis) that at some point some of your lights get switched off (culled) by Unity; if that is the case, you could make a simple test by changing the settings of your Light (e.g. increase the influence radius, or maybe use a DirectionalLight instead of a PointLight, or move the Lights closer to the world center.....I would say, have your try here and see what it gives.)

Other than that, the fact that you receive a warning about the shader complexity also indicates a potential problem; then I would suggest trying to simplify a little bit the shader if possible....

 

 

 

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