Forum Discussion
hesham
10 years agoProtege
GearVR or DK2 HQ Rendering Layer in UE4
I was wondering if there is support on the Gear for UE4 to render certain materials or actors on a higher quality layer, eg: for UI presentation, etc... I know Oculus does this for their HUD and menu,...
owenwp
10 years agoExpert Protege
Probably the thing to do would be to to have your world space UI panel draw into the alpha channel of the framebuffer during the main render pass (any part with UI is alpha 255, any area with no UI or occluded is 0). Then the HQ predistorted pass could treat the alpha channel of the main layer as a stencil by using a destination alpha blend mode.
You could even simulate transparency on top of the panels by drawing alpha values between 0 and 255 for things like particles, if you add some shader complexity to get the right color values in the backbuffer.
Would require some engine changes in UE4 probably, but you can do it yourself in Unity by just writing shaders that explicitly set the alpha value of the output color.
You could even simulate transparency on top of the panels by drawing alpha values between 0 and 255 for things like particles, if you add some shader complexity to get the right color values in the backbuffer.
Would require some engine changes in UE4 probably, but you can do it yourself in Unity by just writing shaders that explicitly set the alpha value of the output color.
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