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brycelynch
3 years agoExplorer
Tonemapper enabled with Passthrough working properly? (Oculus 5.2.1 Branch)
Does Passthrough function when tone mapper is enabled?
When I set r.Mobile.TonemapSubpass=1 my passthrough components don't render as expected.
I'd like to be able to color correct elements with tone mapper while running passthrough without any effects on the passthrough texture.
I know that the passthrough component has its own color map function, but I don't want to change the color of the passthrough. Just some 3d rendered meshes.
Anyone run in to this? Or have a solution?
Using: Oculus Branch 5.2.1
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- CarpetFaceExpert Protege
I don't have a direct answer for you. I believe I have seen this working running on the headset but not in VR Preview. I found that the PassThrough samples were missing in the Oculus Unreal Engine 5.2 branch, so I downloaded them from the 5.1 branch, and opened them in my locally built 5.2, and then just altered the default start map before deploying it to the headset a half a dozen times or so to test out each sample.
I could be wrong though, and I may not have seen a tonemapping example and I may be confusing it with some other PassThrough feature.
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