Open orels1 opened 4 weeks ago
It is a good idea though, but if I just enable mipmaps at here will make it inconsistent to other video player backends.
Could at least be an option on the video player handler/somewhere else? Just so people can enable it even if they don't know how to code 🤔
And yeah I haven't tested / looked into the Unity video player side. I assume it doesn't blit at all right now?
The blit logic only applies to AVPro screen, I'm using a dedicated shader just for this workaround. Also as this is a workaround, and blitting texture costs performance, this flow might be removed once underlying issue has been fixed in future. So I still wondering if logic for changing mipmap setting is appropriate in here.
I see. Do you still blit for both backends if the user uses LTCGI texture export? Wonder if this could be done in a similar way in that case
LTCGI flow is just blit to/within a custom render texture, when assigned the target LTCGI screen and it starts playing video, the player simply sets the screen texture to its underly material, nothing fancy here.
I guess I can just handle it on my side and do a second blit of the screen texture before it goes to screen in the world code. Can't really come up with a better solution that doesnt require major changes to the codebase
Have been really enjoying using your player, but there is one thing that has been bothering me a little.
When watching 1080p videos with a lot of detail - the aliasing becomes fairly noticeable, especially on the portable screens.
Since you already have a mechanism to blit the screen to fix AVPro empty frame issues and for LTCGI - I was wondering if its possible to add support for generating MipMaps?
I did a quick test and it seems like its possible to simply expand the current blit setup to use mips so it would generate them on blit