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New Participant
May 16, 2019

Post-Processing or Fullscreen Image Effects on Quest

Has anyone successfully written a fullscreen image effect in Unity that runs on the Oculus Quest?

Assumptions:
  • We want to (have to?) use Single-Pass rendering.
  • Post-Process Stack v2 is, to the best of my knowledge, unsupported (and will never be supported) on Quest.
  • We are not using the Scriptable Render Pipeline
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2 replies

Up and Coming
May 18, 2019
If you can get away with it just draw a quad in front of the camera and use framebuffer fetch (https://docs.unity3d.com/Manual/SL-PlatformDifferences.html) to read the existing color and modify it. This will be many times faster than a traditional post processing pipeline on mobile, and works with any rendering settings. The only downside is you cannot sample pixels at different locations, so no blurring or distortion.
New Participant
May 22, 2019

owenwp said:

If you can get away with it just draw a quad in front of the camera and use framebuffer fetch (https://docs.unity3d.com/Manual/SL-PlatformDifferences.html) to read the existing color and modify it. This will be many times faster than a traditional post processing pipeline on mobile, and works with any rendering settings. The only downside is you cannot sample pixels at different locations, so no blurring or distortion.


Thanks for the suggestion.
I am specifically looking for help getting Image
Effects
(https://docs.unity3d.com/2018.4/Documentation/Manual/PostProcessingWritingEffects.html)
or CommandBuffers
(https://docs.unity3d.com/2018.4/Documentation/Manual/GraphicsCommandBuffers.html)
to work.