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Blending two VR cameras in a Post-Process ?

kevtsubasa
Honored Guest

Hello,

In the same scene, I have my “main” world where we can move / look around and a closed room (not visible by the player).

 

kevtsubasa_0-1733500119547.png

 

During the game, the rendering of the closed room must fade on the entire screen with the current view of the world.
We would like to mimic the Guardian effect from the Quest when we exit the limits.

 

kevtsubasa_1-1733500119524.jpeg

 

Inside the closed room, I’ve placed a SceneCameraComponent2D.
In a PostProcess material, I progressively blend the SceneTexture.PostProcessInput0 and the RenderTexture captured by the SceneCam2D.

It works on the editor of course, but it won’t for a stereoscopic rendering…
I did a lot of research: stereo layer, VR spectator, or any available feature / function from Unreal Blueprint…
In the Meta library, there is a blueprint "SceneCameraComponentVR" or something similar ?

Some screenshots with the blending opacity between the two subscenes:

kevtsubasa_2-1733500119414.jpeg
kevtsubasa_3-1733500119403.jpeg
kevtsubasa_4-1733500119393.jpeg
 

As we want to re-make the guardian effect, we must blend two buffers.
Which solution would be possible ?

Thanks a lot in advance 🙏

Ps: No graphics limitation as the PC streams directly to the Quest 3 

 
 
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