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UnframedCollection's avatar
UnframedCollection
Honored Guest
4 months ago

Meta Quest white color saturation with OpenXR

Hello

I am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR.

However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255).

I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object.


Can someone provide me some ways to prevent that please ?
Here are my Unity settings :

3 Replies

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  • This issue only appear on Meta Quest headset, when I'm building it for VIVE (using OpenXR too) or Pico, the color is pure white.

  • The issue may be "tone mapping" in your URP profile - switch it off and see if that solves your issue. I'm at work now, so I cant provide a screenshot - but I believe its in the same place where you enable/disable bloom and vignetting. All three effects are on by default in URP.

    • UnframedCollection's avatar
      UnframedCollection
      Honored Guest

      Thank you for your reply, but I don't have any post processing used on my scene. I tried an empty scene with nothing except the CameraRig and a 3D object. And got the issue.
      Turning tone mapping off in the Global Volume doesn't change anything because it wasn't even used in the first place.