08-12-2024 08:08 PM - edited 08-12-2024 08:12 PM
Hello, I'm trying to implement an Outline Post Processing shader. I've found a simple graph shader that uses "full screen pass renderer feature" and the video is here.
In the project I'm utilizing Meta's All-in-One SDK with passthrough and Meta's Depth API. Everything seems to work fine in Scene and Game mode with link. However, when I build the project the objects shift around and go undesired places while disabling the passthrough.
I figured that the outlines seem to be in the correct location but the rendering of the red cube is moving around. I have been trying to debug it but could not find the reason causing this issue.
I am not sure if these screenshots would help but here there are anyways.
Solved! Go to Solution.
08-14-2024 09:32 AM
Update, the reason causing the displacement of the outline was Dynamic Resolution. When the resolution scale changes it moves the outlines around. Setting the Min and Max Dynamic Resolution Scale to 1 from OVR Manager fixed the issue.
However, the issue of passthrough being all black persists. I discovered that this color changes based on the Camera's Background Color. One possible way to tackle this issue is by changing the Passthrough Placement from Underlay to Overlay and keeping the opacity around 0.5, however, this brings another problem where the GameObjects being semi-occluded by the Passthrough, making the objects look like they are transparent.
I have been trying to understand why this happens on Full Screen Pass Renderer Feature but could not find the reason.
a month ago
Another solution to passthrough going black was changing the blend mode in the graph settings to multiply and lightening the output color with lerp nodes.
08-14-2024 09:32 AM
Update, the reason causing the displacement of the outline was Dynamic Resolution. When the resolution scale changes it moves the outlines around. Setting the Min and Max Dynamic Resolution Scale to 1 from OVR Manager fixed the issue.
However, the issue of passthrough being all black persists. I discovered that this color changes based on the Camera's Background Color. One possible way to tackle this issue is by changing the Passthrough Placement from Underlay to Overlay and keeping the opacity around 0.5, however, this brings another problem where the GameObjects being semi-occluded by the Passthrough, making the objects look like they are transparent.
I have been trying to understand why this happens on Full Screen Pass Renderer Feature but could not find the reason.
a month ago
Another solution to passthrough going black was changing the blend mode in the graph settings to multiply and lightening the output color with lerp nodes.
a month ago
Please delete platform of confusion on where to get the samples (find them in the 'Samples' tab, for each package in the Package Manager window - it then adds them to Assets/, not Packages/), it seems that I can't get my controller-driven hands to show up.Version 62.0.0.235.346.