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StitchMedia
7 years agoHonored Guest
Post-Processing or Fullscreen Image Effects on Quest
Has anyone successfully written a fullscreen image effect in Unity that runs on the Oculus Quest? Assumptions: We want to (have to?) use Single-Pass rendering. Post-Process Stack v2 is, t...
owenwp
7 years agoExpert Protege
If you can get away with it just draw a quad in front of the camera and use framebuffer fetch (https://docs.unity3d.com/Manual/SL-PlatformDifferences.html) to read the existing color and modify it. This will be many times faster than a traditional post processing pipeline on mobile, and works with any rendering settings. The only downside is you cannot sample pixels at different locations, so no blurring or distortion.
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