compositor layers issues with unity 2017
Hello everyone, i am a video player software developer using oculus 1.18.1 sdk for unity 2017.1.1f1, the target platform is sumsung s7
1.the overlay render result shown on screen by ovroverlay.cs change its light intensity seriously compared with camera capture result, which has OVRRTOverlayConnector & camera's rt isn't null, even in oculus sdk demo scene, the overlay quad final screen render result light intensity differs obivous with normal quad.
first is overlay result, second is normal
so, can anyone tell me how to make overlay's camera capture render result not darker while using overlay tech, but use the normal render result like second pic.
2.overlay demo show how to render a overlay ui panel directly facing the orthographic camera. calculating the ui panel's world size & pos and send params & texture to create overlay panel
is there a way to render ui panels not directly facing camera? like this rotate panel can't using orthographic camera to render, can someone show me the core codes to realize it or overlay cylinder shape can do it?
i know set gear controller rendered by overlay camera can solve this problem, but the gear controller can not be rendered with orthographic like demo because it is a 3d model. is there a way to show something in front of overlay layers? or can some one tell me how to use overlay camera projection not orthographic~~~~ and calculate the overlay obj size & pos
