03-18-2025 01:31 AM
I want to use Bloom in MR with URP.
So far, I have roughly implemented this by modifying UberPost.shader, Bloom.shader, enabling 64-bit HDR precision, etc., like this:
The problem is that the eyeBuffer submitted to Quest uses transparency to blend the MR camera's image.
But BloomTexture is supposed to be displayed additively.
So I have to use a high Bloom strength to ensure that it works after blending.
So I tried using OVROverlay and treating BloomTexture as a separate layer, which allowed me to display it additively.If this is possible, the effect should be like this:
But I tried various shapes, Quad or Fisheye, and none of them could correctly match BloomTexture and eyeBuffer.
Can I submit another OVROverlay in the shape of eyeBuffer?