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doubledan
6 years agoExplorer
Replacement shader
I'm trying to implement a replacement shader. It's working while testing in Unity on the Rift, but when I build on the Quest it's not working. I guess the render process/pipeline is different on the ...
doubledan
6 years agoExplorer
Thanks for the links. I was coming to the same conclusion with regards to doing this in Unity. In my case the 'effect' is is super simple and cheap as a post process, and much harder to do before hand :/ I have it working at around 40fps on Quest, using the SRP and one blit in OnRenderImage, but that's no good. I'm checking out the profiler to see if I can make any optimisations, but I doubt it.
So I can either fake it on Unity or switch to UE4, which seems to be much better for rendering, and already has Vulkan support. Damn, I really hope Unity sort this rendering pipeline mess out soon.
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