Post Processing broken in standalone
Hi I developed a game in 2022 using Unity 2021.3.11f1 and the oculus SDK. I recently started to continue work and wanted to update everything to the latest versions so I'm now working with Unity 2022.3.35f1 and the new Meta XR SDK (the all in one package version 66.0.0). I have managed to fix all gameplay aspects to use the new prefabs and such from the new SDK. However, I have some post processing effects in the game that only work when playing in the editor (Using Meta Quest Link). As soon as I build an apk and play in standalone, the effects get all messed up. Here is how it looks in the editor (how it is supposed to look): And here is how it looks when playing standalone (Quest 2): I have played with different rendering settings but had no success so far, and to be honest I don't have a deep enough understanding of rendering pipelines and shaders to even have a clue as to what the problem could be. Here are my current settings: Any help is appreciated as I'm very frustrated atm.2.1KViews0likes6CommentsFull Screen Pass Renderer Feature Not Working on Build
Hello, I'm trying to implement an Outline Post Processing shader. I've found a simple graph shader that uses "full screen pass renderer feature" and the video is here. In the project I'm utilizing Meta's All-in-One SDK with passthrough and Meta's Depth API. Everything seems to work fine in Scene and Game mode with link. However, when I build the project the objects shift around and go undesired places while disabling the passthrough. I figured that the outlines seem to be in the correct location but the rendering of the red cube is moving around. I have been trying to debug it but could not find the reason causing this issue. I am not sure if these screenshots would help but here there are anyways.Solved1.7KViews0likes3CommentsApply Post-Processing when in Passthrough Mode
It would be awesome to apply post-processing effects, like bloom, vignette, ... to 3D content when in passthrough mode. It currently renders all passthrough video shaders like the VR/Occlusion as black material, without the video feed. Could only test it on Quest3, but will most likely not work on Quest2 or Pro too.2.1KViews1like3CommentsApplying Different Post Processing Effects to Left and Right Cameras with OVRCameraRig
Hello, I want to apply different post processing effects to each eye in my application for the Meta Quest 2, using Unity. My Unity Version is 2022.3.7f1, and I am using the latest Occulus Integration assets package, 55.0. As suggested in the documentation, I have replaced my main camera with an OVRCameraRig, and succesfully compiled and ran the application. Now, I want to apply different post processing effects to the left eye and the right eye. I have checked the "Use Per Eyes Cameras" checkbox, and applied different solid color backgrounds to LeftEyeAnchor and RightEyeAnchor, but it seems that only one of the backgrounds is used, both when running in unity and when running on the headset. An interesting phenomena is that in the Unity editor, when I change the background color of *either* camera, it changes the background color in both eyes. The cameras' locations seem to be in the correct places.942Views0likes0CommentsCheapest possible color grading for Quest 2?
Hi, Iam doing something on a Quest 2 and I have my scene setup and working just fine. It runs well enough at 72fps pretty much locked but the moment I apply any post processing (Iam only looking for color grading stuff) it drops by 20 fps to 50s. I've tried using only LUTs but neither the post processing stack, nor any of the other implementations on the asset store help in any way. Iam using forward renring with the standard pipeline. Would URP help at all? Does anyone know any tricks to achieve this cheap color grading?966Views0likes1CommentPost Processing and Fixed Foveated Rendering with URP
We are currently working on a title for Quest and we seemingly cannot have Fixed Foveated Rendering and any post processing in our game. The summary of our issue is that we would like the option of applying dynamic bloom within the game on platforms (Quest 2) that would possibly have the GPU head-room to allow it. At the moment we cannot determine if we have the option, because we are unable to enable FFR whilst also enabling bloom via Unity URP's default Post-Processing. As far as I am aware, any additional blit carried out by URP's pipeline disables Oculus' FFR, meaning we cannot gather the performance data required with both enabled to determine if it is a viable possibility. We're posting here as we can't find any other instances on this forum but it seems this is a known issue over on the Unity forums, but are not sure of the solution, whether it requires a custom bloom implementation on our part, a modification of the URP pipeline, or if the problem can be resolved within the Unity Oculus XR package. We are using Unity Version 2020.3.0f1 Thanks2.9KViews0likes1CommentNative 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.2.7KViews0likes2Comments