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Bloom on Quest

Discussion in 'AR/VR (XR) Discussion' started by vpinto, Mar 2, 2020.

  1. vpinto

    vpinto

    Joined:
    Apr 6, 2013
    Posts:
    21
    For the past few weeks I have been trying with no success to get bloom to function on device. I have scoured the internet, the forums, reddit, youtube etc. Seems like very few people have managed to get this to work. I understand that there is a lot of overhead with PP for Quest, but Bloom is something that I feel lends enough to the art style that it is worth it, and can be designed around.

    I am currently using 2019.3 and the most recent version of URP, XR interaction toolkit, rendering with Vulkan, using the integrated URP post processing.

    any help would be appreciated!
     
  2. ArdaZeytin

    ArdaZeytin

    Joined:
    Jul 23, 2016
    Posts:
    12
    I am currently managed to get it work with using 2019.3, built-in render pipeline, latest post processing stack plugin from package manager. I have spent more than 10 hours to target 72 FPS but i couldn't make it.
     
  3. Sayara

    Sayara

    Joined:
    Aug 18, 2021
    Posts:
    1
    Can you please explain how you got it work? Just like the original post, I feel like I have looked up a lot of resources but nothing worked!
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,974
    Using 2021 lts the URP bloom just worked.
    You can also get the Post Processing V2 package or Fast Bloom from the asset store. Might be worth a shot
     
  5. Raikuns

    Raikuns

    Joined:
    Sep 28, 2014
    Posts:
    4

    From my personal experience Bloom does work with Oculus 2. Well it works but its not performant. I use Opencel instead of vulkan. and from experience the LIT material doesnt show emission (as of 2020.3.18f1) and i use Simple lit. But be carefull since bloom is very VERY taxing and doesnt leave a lot of headroom.