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New Participant
September 4, 2025

Meta Quest white color saturation with OpenXR

  • September 4, 2025
  • 3 replies
  • 210 views

Hello

I am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR.

However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255).

I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object.


Can someone provide me some ways to prevent that please ?
Here are my Unity settings :

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3 replies

New Participant
September 4, 2025

This issue only appear on Meta Quest headset, when I'm building it for VIVE (using OpenXR too) or Pico, the color is pure white.

JeffNik
Honored Contributor
September 4, 2025

The issue may be "tone mapping" in your URP profile - switch it off and see if that solves your issue. I'm at work now, so I cant provide a screenshot - but I believe its in the same place where you enable/disable bloom and vignetting. All three effects are on by default in URP.

New Participant
September 5, 2025

Thank you for your reply, but I don't have any post processing used on my scene. I tried an empty scene with nothing except the CameraRig and a 3D object. And got the issue.
Turning tone mapping off in the Global Volume doesn't change anything because it wasn't even used in the first place.