Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
WillyWonka0's avatar
WillyWonka0
Honored Guest
1 year ago

Tonemapping in AR on the Quest 3?

I've been working with AR on the Quest 3 for a little bit and I'm trying to enable tone mapping for my game, but I'm not having much luck.

As soon as I turn on r.Mobile.TonemapSubpass=1 in the DefaultEngine.ini and run my game (With a post process volume in place), the video feed of the outside world goes black. Tone mapping 3D objects works fine, but I can't see the world. Is there anything I'm missing or some other way to tint both the objects and external scene?

1 Reply

Replies have been turned off for this discussion
  • You could always build a tone mapper right into your materials. I do this in my VR project with a material function that contains a "custom" node with a little HLSL snippet that does some basic filmic tone mapping. Here's the paste if you want to try it. 

        float a = 2.51;
        float b = 0.03;
        float c = 2.43;
        float d = 0.59;
        float e = 0.14;
        return saturate((x*(a*x+b))/(x*(c*x+d)+e));