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July 9, 2024

Tonemapping in AR on the Quest 3?

I've been working with AR on the Quest 3 for a little bit and I'm trying to enable tone mapping for my game, but I'm not having much luck.

As soon as I turn on r.Mobile.TonemapSubpass=1 in the DefaultEngine.ini and run my game (With a post process volume in place), the video feed of the outside world goes black. Tone mapping 3D objects works fine, but I can't see the world. Is there anything I'm missing or some other way to tint both the objects and external scene?

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    Up and Coming
    July 10, 2024

    You could always build a tone mapper right into your materials. I do this in my VR project with a material function that contains a "custom" node with a little HLSL snippet that does some basic filmic tone mapping. Here's the paste if you want to try it. 

        float a = 2.51;
        float b = 0.03;
        float c = 2.43;
        float d = 0.59;
        float e = 0.14;
        return saturate((x*(a*x+b))/(x*(c*x+d)+e));

     

     

     

     

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