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XR Foundation & Oculus Quest Color Space/Gamut Correction

TBuntingOVR
Honored Guest
Hey,

Recently I have moved a project over from using the Oculus SDK to XR foundation and the requisite Oculus package. An issue we have noticed is that the color correction that used to be applied via the OVRProjectConfig (via the OVRManager in the inspector) is no longer present. Details on this can be found on the Oculus 'Set Specific Color Space in Unity' page. Snippet below.
69sxjpjnd9vp.png

This results in a redish, pinkish tinge and an oversaturated look on the Oculus platform by default when compared to the editor and other platforms.

oq382rwmjcmg.png

Digging through the available functions and accompanying documentation I have found the Unity.XR.Oculus.Utils.SetColorScaleAndOffset(Vec4, Vec4) function that appears to allow for color correction. Is it possible to achieve the correct color balance using this function and is there any awareness of this issue and any suggestion of a workaround?

Thanks!

2 REPLIES 2

gflores999
Honored Guest

im facing the exact same issue... any fix?

vincentbruneau
Honored Guest

I don't even use ovr nor oculus package, so the only solution I found is to "counter" the redish color in the headset, by using a post processing volume in my scene. That's not super great, but it works