Forum Discussion
wangxiaogangan
7 years agoExplorer
some question for Blend Render Compositor layer( OvrOverlay ) with Opaque & Transparent model
First of all, Compositor layer contain two type, called them Overlay and Underlay. i have readed the post https://forums.oculusvr.com/developer/discussion/comment/536880#Comment_536880 which talk ab...
wangxiaogangan
6 years agoExplorer
if you want render something infront of Compositor layer something like 3d mesh, the layer must be underlay.
the blend forumla is not the default one -- eye.Color * eye.Alpha + underlay.Color * (1 - eye.Alpha)
the blend formula should be eye.Color + underlay.Color * (1 - eye.Alpha) or
eye.Color * eye.Alpha + underlay.Color
i forgot which one is correct, you could try both.
so, if you want blend right, the hole you render in unity should multi alpha in frag shader first when formula is
eye.Color + underlay.Color * (1 - eye.Alpha)
the Compositor layer kills performance in android device develop by unity, which using a lot of blit operations. you could add native plugin to save blit operation by tex getnativeptr & opengl code, which direct render into overlay
the blend forumla is not the default one -- eye.Color * eye.Alpha + underlay.Color * (1 - eye.Alpha)
the blend formula should be eye.Color + underlay.Color * (1 - eye.Alpha) or
eye.Color * eye.Alpha + underlay.Color
i forgot which one is correct, you could try both.
so, if you want blend right, the hole you render in unity should multi alpha in frag shader first when formula is
eye.Color + underlay.Color * (1 - eye.Alpha)
the Compositor layer kills performance in android device develop by unity, which using a lot of blit operations. you could add native plugin to save blit operation by tex getnativeptr & opengl code, which direct render into overlay
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