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Blur Iterations
Kristie Chow edited this page Mar 1, 2020
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From Amon Ferri '23, written 03/01/2020 - As best as I remember, here was my process:
- I started with using shaders and Graphics.Blit, but our switch to LWRP prevented this from working
- I tried to simulate a blur by duplicating every object in our scene and slightly offsetting them and making them transparent
- I tried making a blur by using multiple camera layers and combining them with a shader then applying that shader to a panel in front of the player's face, but I was foiled by the fact that multiview (the only working render mode for Oculus Quest) does not support rendering different images in each eye
- I tried doing the same thing, but instead of putting it on a panel, blitting it directly into the camera. Once again, bit did not work
- I then looked into the Scriptable Render Pipeline, which was very confusing. I was able to figure out how to apply a custom forward renderer to LWRP, and I took a custom Blit feature from Unity's example scene to apply a blit to the camera. However, this blit also did not work
- I then tried to locally apply the blit to a single camera by modifying the blit script. This did not work
- I then only applied the custom forward renderer to the center eye camera, but this didn't work either. Depth textures may work to help simulate depth of field, but we'd need to find a way to get blitting working first Because these solutions mostly worked in the editor but not in the headset, I believe there is a problem with Oculus Quest that prevents these methods from working