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gruberhans's avatar
gruberhans
Honored Guest
10 years ago

Darker texture difference between player and headset

I have pre-rendered omnidirectional stereo images which I am mapping to 2 spheres (with front face culling) which are mapped for the left and right camera on the OVRCameraRig object using the usual culling technique with layers. I am having the odd problem where the image looks fine when I look at it from the player but when I put on my Oculus the texture is excessively darker.

I've played around with the colour spaces on the player but that wasn't it, has anyone encountered this and found a solution?

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  • OK, what Unity version, integration version, and OS?

    Can you try toggling linear lighting?
  • What do you mean in its import settings? These are the texture settings in Unity for both textures: http://imgur.com/jRtAVC8

    The linear gamma toggle is the one i changed here: http://imgur.com/xlJxidO

    They look fine on my monitor even when I move the rift around on screen it looks great but when I put on the headset it's really dark. They even look grainy on the HMD and these have been path traced for hours with about 1000 samples per pixel (they look great on screen). I can't unfortunately upload the images because they're of a proprietary model as this is some work I'm doing for my dissertation for an automobile company, I'll try and obtain an alternative scene to render and send over the images.