Unable to use Oculus Tone Mapping technique for post-process on UE5.1
Hello,
I am working on a game for Quest 2 via UE5.1. I have to add a feature similar to infrared-vision. Initially, I followed standard post-process tutorials, but then came into following conclusion:
- For post-process to work I need to enable MobileHDR option, which will decrease performance
- Even if I accept it and enable MobileHDR, it leads to rendering issues: effect works on Quest 2, but one eye is completely black.
In the end I decided that it is better to stick to Tone Mapping Guide: https://developer.oculus.com/documentation/unreal/unreal-tonemapping/
I am using UE VR template, and have MetaXR plugin enabled. Vulkan is enabled there by default. Also, I execute following command:
r.Mobile.TonemapSubpass=1
When I build apk and run it on Quest 2, nothing happens. But if I test in UE Editor Preview, the effect works and modifies the screen colors.
These are the post-process settings that I apply to my camera (for test purposes):
FPostProcessSettings InfraredPP;
InfraredPP.SceneColorTint = FLinearColor(0.4, 0.2, 0.9);
InfraredPP.bOverride_SceneColorTint = true;
When I read the guide, it said: "This feature is only available in the Oculus fork of UE using Vulkan"
So, my question: Is this feature not yet integrated to UE5.1 main branch? Do I still need to switch to Oculus fork for it to work?
