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.2.3KViews0likes6CommentsFull 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.Solved1.9KViews0likes3CommentsApply 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.2.2KViews1like3CommentsCheapest 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?974Views0likes1CommentPost 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 Thanks3KViews0likes1CommentSome 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.2.7KViews0likes2CommentsVR problems with Post Processing in Unity 2019.1.0b5
Hi, is anyone else having this problem? Yesterday we moved our VR project to 2019.1 and everything worked fine until we added the Post Processing StackV2 2.1.4. When we hit play, the camera freezes, but does not pause or show any errors. When the post processing is turned off it runs well again. We are using: Unity 2019.1.0b5 Post Processing StackV2 2.1.4 Deferred Multi pass Oculus integration version 1.35 Standard render pipeline Everything worked well in Unity 2018.2.6f11.2KViews0likes2Comments