Forum Discussion
UnframedCollection
5 months agoHonored Guest
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
Replies have been turned off for this discussion
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.
- UnframedCollectionHonored 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.
- UnframedCollectionHonored Guest
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.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device