Native development / example with post processing effect (bloom)
Hello, I try to figure out, how to add postprocessing effect (like bloom/glow) on the following sample: VrCubeWorld_SurfaceView. I have some good examples for bloom effect around, but I am not able to adapt them to the VrCubeWorld_SurfaceView... Here are some calls done, that are not so much documented: glFramebufferTextureMultisampleMultiviewOVR vrapi_CreateTextureSwapChain3 Is there a sample (from Oculus or not) that demonstrate the postprocessing effect in the native VR context? Thanks!914Views0likes1CommentSome post processing effects doesn't work with VR.
I am using the post processing version 2.1.0 and the latest Oculus Integration with Unity from the asset store. Unity version is latest official release, 2018.2.17f1. Extra packages installed: - Lightweight RenderPipeline 3.0.0 - RenderPipeline Core 3.0.0 - Shadergraph 3.0.0 - Post processing 2.1.0 - OpenVR 1.0.0 More specifically said, we just want bloom to work but we can't seem to do so without having to set the intensity so high that our editor gets whitened out, and only then, you can see a slight bloom effect in the VR. HDR is enabled.2.7KViews0likes2CommentsPROBLEM WITH SINGLE PASS STEREO BLOOM AND OTHER POST EFFECTS ON GEARVR...any solutions????
Hi, Been trying to get a nice bloom effect functioning properly using single pass stereo FOR DAYS ALREADY! None of the post processing or image effects or any other third party plugins seem to be working properly when building for Gear VR and I feel like getting a Vive or Samsung Odyssey and jumping off the hassles of optimizing for Gear VR. ESPECIALLY considering how much cash there is available for the 2 companies pushing Gear VR to put into MAKING SOME HIGH QUALITY TEMPLATE SCENES FOR UNITY AND GEAR VR WITH HDR AND PBR AND TAA AND BLOOM READY TO MAKE AN APP, so that the CREATOR of content doesn't have to hassle with the basic underlying foundation that SHOULD have already been done and provided by oculus!!! WHERE is a single pass stereo bloom effect that is compatible with building for Gear VR?!!! Tried every plugin that seemed vaguely compatible that I could get. Thanks in advance for a solution that works and runs fast on mobile! PS: Unity 2017.3. PPS: By the way, it builds and launches, yet one of the viewports on the cameras in the app has a gray viewport and the other does not show effects, when using the official Unity Post Processing stack v2 on github. Also problems with the more classic cinematic image effects...and fast mobile bloom...and every other bloom I tried on single pass stereo.575Views0likes0Comments[Gear VR] Post process Bloom doesn't work with ES2
I am experimenting with how far I can push visual fidelity with Gear VR without loosing performance. I tried post process effect, bloom in particular and that didn't show up on the device when running ES2 renderer. Is it a bug or limitation of ES2 or missing feature ? Thanks466Views0likes0Comments