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Tonemapper enabled with Passthrough working properly? (Oculus 5.2.1 Branch)


Does Passthrough function when tone mapper is enabled?  

When I set  r.Mobile.TonemapSubpass=1 my passthrough components don't render as expected.  

I'd like to be able to color correct elements with tone mapper while running passthrough without any effects on the passthrough texture.  

I know that the passthrough component has its own color map function, but I don't want to change the color of the passthrough.  Just some 3d rendered meshes.  

Anyone run in to this?  Or have a solution?


Using: Oculus Branch 5.2.1


Expert Protege

I don't have a direct answer for you.  I believe I have seen this working running on the headset but not in VR Preview.  I found that the PassThrough samples were missing in the Oculus Unreal Engine 5.2 branch, so I downloaded them from the 5.1 branch, and opened them in my locally built 5.2, and then just altered the default start map before deploying it to the headset a half a dozen times or so to test out each sample.  

I could be wrong though, and I may not have seen a tonemapping example and I may be confusing it with some other PassThrough feature.