Multiplicative shadowing for passthrough relighting
Is it at all possible to apply multiplicative effects to the passthrough layer? Currently working on a toon water shader. In this case we need to be able to apply a blue filter to the passthrough for areas that are underwater. Having the effect mesh use a multiplicative shader material has no effect as it appears the passthrough is composed with the scene rendering after the full unity render is complete. I suspect this means it is impossible to do multiplicative blending with the passthrough unless some additional feature exists to explicitly do so. Does anybody know of a way to achieve this effect?406Views1like0CommentsUnity Build extremely broken
Hello there, I've been making a small VR scene in Unity. Everything is fine when im playing in the editor but when I make a build and load it through the Meta Quest Developer Hub it looks like the pic below! I've tried disabling the lightmaps and make everything realtime cause I thought that could have been the issue but it didn't fix anything. I can't even really google it because im not sure what is happening and every search I already tried didn't really help. I want to say that some months ago, like in, september, i was able to build the scene just fine. I added some extra models and an extra interactable, but nothing else that could suggest breaking the build like that. Also im using the v56 of the occulus integration package because that's the package i had when i started the project and i didnt want to break anything by upgrading (lmao). Any ideas? Also an extra problem, even though the game is only using hand tracking the Oculus is forcing me to use controllers and wont even let me launch the app. Edit: I upgraded the project to the latest package (Meta XR all in one) but unfortunately it didn't help Edit 2: I finally realised the problem was with an ice shader i was using for some ice cube in front. I was literally rotating and when it was going out of view everythign looked fine. Here is the shader i was using, which was working perfectly fine while testing through Air Link mind you. Idk why but it breaks the rendering when i have it. I will look further into it on my free time but if anyone has a guess feel free to reply https://github.com/lindenreid/Unity-Shader-Tutorials/blob/master/Assets/Materials/Shaders/ice.shaderSolved1.2KViews0likes1CommentAREnvironment Capture from Oculus (2, Pro or 3) for MR lighting and reflections.
Hey Devs, Does Oculus offer anything similar to the ARKit's AR Environmental Probes? Either now, via 2 and Pro, or even in a future roadmap for 3? We're trying to extract environmental information to adjust lighting probes and potentially even reflection mapping. We know the information is available (as Passthrough could provide that) but from checking documentation I'm assuming the privacy limitations put in place with Passthrough mean we can't hack together this info into some kind of HDRI, and I don't see any other documentation about Oculus creating and storing it's own at any point. If this is a dead end, I'm also interested in other devs solutions to compositing MR elements into the many potential lighting setups across player's environments. Thanks.546Views0likes0CommentsFIXED Oculus version of Unreal lighting error.
Hello, i downloaded the Oculus unreal engine 4.24 (https://github.com/Oculus-VR/UnrealEngine/tree/4.24) for developing with the splash screens or loading screens in Oculus quest. But i have the lighting issue i cannot build lighting with that eror: 5:01:07 PM: [Interface:CacheAllFiles] Failed to cache the executable: D:\UE4\OculusEngine\UnrealEngine\Engine\Binaries\Win64\UnrealLightmass.exe 5:01:07 PM: [Job] AddTask: Rejected, cannot add a task to a running Please if someone knows how to fix if write.1.6KViews0likes2CommentsUnity build for Quest has only sound but no video
Hi i am developing a VR Game for oculus quest in unity 2019.2.15f1. To save computational power i started to move from realtime lighting to mixed lighting. If i build the game with realtime lighting or baked lighting or mixed lighting (subtractive) all works fine. If i change to shadowmask, i can bake and build without problems but when i start the game on the quest, i see the "made with unity" screen and a few moments later i just see a grey (or black) screen. But i can hear the game music. I am quite desperate and any help would be much appreciated. I never build a game for the oculus, please help. Let me know if you need more information. Thanks1.2KViews0likes1CommentVideo light emission
I'm trying to make a video material emit light into the room, according to the colors being shown in the video. I've tried using Video Player component and map the video output to the TV materials emission, and then updating realtime GI with the material. But even if the update is per-frame, there is a delay of 150-200ms before GI have taken the TV materials new emission video frame and used it to affect the environment. I also tried mapping video to a spotlight cookie, but it's limited to one color instead of using the videos colors. This is ultimately what I'd like to achieve (seen in the Netflix and Youtube apps from Oculus Store as well), where there's no delay between video frame and environment lighting: (can't post links apparently) youtube dot com/watch?v=-RTVIolyEo0 I'm in Unity 2019.4 LTS.838Views0likes0CommentsOculus Quest Unreal engine development problems
First off, we are using UE 4.23 and we did bang our heads trying to set it up to at least work on the quest. Now a few questions and problems here : 1. Why we can't have dynamic low res CSM shadows? - Turning mobile HDR on was tried and it looked horrible, frame rate dropped to 40fps on a simple basic scene. Glitches and artifacts appeared. What are we doing wrong? 2. Using Vulkan for the performance boost. - The game packages normally, but will not start on the Quest, just goes to black and ejects from the game. Found out by looking at the crash log that it was Vulkan splash texture. cpp - or something to do with Vulkan, disabled it and the game runs. Vulkan SDK installed as well - not sure if this has anything to do with it but hey, we tried that too... 3. Auto instancing works amazing if you know what console command to call upon. - We managed to have it working with r.MeshDrawCommands.DynamicInstancing 1 4. The slow process of packaging and testing an app. - The Launch does not work on the quest, hence we have to package every time to test a feature. 5. Running statistics is especially hard. - We heard about Renderdoc Capture and we will try to use it, if anyone has any experience with it, it would help a lot! 6. Debugging and testing - Console commands and experimentations are not something we can do at all on the quest, simply because we don't have a keyboard. Tried pairing a Bluetooth keyboard with it, connects but doesn't work at all. 7. Default lit becomes really expensive really fast. - 30 + object with Default lit already has a great impact on the performance, we ended up simulating shading with an emissive shader model. - credits to the creators of ScluptrVr - for the quest - can't post links yet :( 8. On a side note, a bug not related to Quest but to Rift : - Packaged the template VR scene for windows a few days ago and it WILL NOT run 90fps - stuck on 62, 16ms . We did not alter the template vr scene nor the configs, just a regular EXE package for windows. Only did we by accident discover that just pressing the WINDOWS button on the keyboard resulting the game window losing it's focus, the FPS returned to rock solid 90fps 11ms in the rift. How do we fix this? Smooth fps is off, there is no fps cap and it just doesn't make sense, we had a reversed situation before where alt+tab resulted in the game slowing down, but this is just bizarre now. Also worth noting, this does not occur on the HTC Vive - the same packaged exe file. Also worth noting, earlier packages made with 4.20 work normally. - Perhaps this is more suited to ask on UE4 answerhub, but I wanted to share it anyway. Thanks to everyone in advance and maybe some of these problems/hacks should be included in the docs for developing for Oculus Quest to ensure faster and better future development for the amazing platform that Quest is.Solved4.5KViews0likes2CommentsLighting limitations, Oculus Quest Unity dev
Hi, Im developing in unity for the oculus quest and ran into a problem with the lighting. I want to have three spotlights in a indoor scene. All three show up when I preview in Unity but when I build and run to the Quest I only see one of the three spotlights. I think it has something to do with pixel light count. Even though I try different amounts, nothing changes when I look in the Quest. What am I doing wrong? Is this a limitation of the Oculus? Thank you in advance! /Jonathan1.1KViews0likes0CommentsCustom Oculus Home Lighting (and Blender 2.8)
I have been wrangling with a problem implementing emissive lighting on my textures in a custom home for the last week and am hoping someone can shed some light (pun intended). I have 'Oculus_Wall' type textures working well, reacting to the Internal Lighting slider, but the same node setup on custom textures without the 'oculus' tag does not react to light sliders when I export as a glb from Blender 2.8. I've come to a standstill after trying the following test. Using the 'Cafe' custom home example, I noticed that the wood textures used emissive light that reacted to the Internal Lighting slider. I imported the Cafe GLB into Blender 2.8, then exported it back out with no changes. This process stopped the wood textures reacting to the internal light slider. I'm assuming this is probably a bug of the GITF implementation for Blender, but wondered if anyone has succeeded in implementing this variable lighting with a Blender workflow, and if so, what steps am I missing? Any help, examples, or pointers to discussions on implementing lighting within Oculus home appreciated.2.5KViews0likes7CommentsHand meshes completely dark, don't respond to lighting
Hi there, I'm fairly new to working with both Unity and Oculus, and I've stumbled upon a problem that I just can't seem to fix. The hands in my scene, which directly come from the avatar prefab, simply don't show any texture/colour anymore (instead of the default semi transparent blue), nor do they cast any shadows whatsoever. I've tried fiddling around with the settings, re-importing the package but to no success. If anyone has resolved something similar or has an idea what's going on here that would be greatly appreciated! Emiel770Views0likes2Comments