I'm currently working in Unity 2018.3.10 on converting an Oculus Rift
application to the Oculus Quest, and have run into an issue with post
processing and grabpass shaders.I have a gaussian blur effect, and i
have two versions that both work fine on ...
So i'm working on converting my rift apps to the quest, and it's been
challenging to say the least. I'm working through a lot of performance
optimizations but one in particular brings me here to seek wisdom:
mobile gpus render tiles one at a time, wh...
Has anyone been able to solve this issue? I've been working on medical
applications that depend heavily on mostly-red biological materials,
which are now heavily blown out on the quest.