Enabling Subpasses for Tone Mapping
Hello everyone, im trying to get Vulkan Subpasses for Tone Mapping to work on Quest 2 as described here: https://developer.oculus.com/documentation/unreal/unreal-tonemapping The article makes it look like it's as simple as setting "r.Mobile.TonemapSubpass=1" and then adjust in a Post-Process volume but for me nothing is happening in fact the console even shows "unknown command" when the above is executed. I did stumble across the "Rendering Techniques" sample that states that the patch in the subfolder needs to be applied to the unreal source code in order for LUTs to work. UnrealEngine/Samples/Oculus/RenderingTechniques at oculus-5.0 · Oculus-VR/UnrealEngine (github.com) Now this seems promising but comes with its own set of questions/problems. First of all the text indicates that it's only for LUTs and not other things like Color tint or vignettes so it might not be related to my problem and also the patch doesn't work completely for me some fixes went through but most error out. The filename "UE4_24" might indicate that it was originally written for 4.24 and does not work on newer versions? So basically i wonder if someone can clarify how to get subpasses to work, perhaps some other requirements or if the patch is the right course of action and if so what the best way to apply it is? Any help is much appreciated! Cheers Dennis Specs: Windows with UE 5.0.2 source build from oculus branchSolved3.3KViews0likes2Comments