Can you be more specific? Have you tried just using post processing regardless of VR? https://docs.unity3d.com/Manual/PostProcessingOverview.html Is there something about post processing that isn't working in VR?
I'm still not understanding how VR has to do with this. If you set it up, and it works.... why does it need to have a VR oriented tutorial?
It works if you have a non vr project, then you just have one camera to deal with. VR cameras also have a forward rendering path which is different from the tutorial settings I've seen so far.
OK... This is what I'm asking, what is happening that is not working in VR? My point is, describe your problem. Give us details. Give us a way to recreate what is going on. Why should we put in effort to solve your problem if you won't put in the effort to even describe it to us?
You need a deffered rendering path for post processing and VR uses a forward rendering path, and there's no tutorials anywhere for this.
Unity's Post Processing Stack is capable of being used with forward rendering. You just won't have every single effect available to you (like the manual entry and the script itself says you won't have Screen Space Reflections). https://www.assetstore.unity3d.com/en/#!/content/83912 https://docs.unity3d.com/Manual/PostProcessing-Stack-SetUp.html
thank you, I don't think I can preview the effects since I have to set it for each eye camera, so how do I find the scene view camera so I can test things out?
Sorry to dig up an old thread, but do you need to apply the effect to each camera (left eye, right eye, center) or will just applying it to the center do? Or do you need to apply it to the rig itself somehow?
I did get it to work I believe by just applying it to the center. I don't think you need a post processing component for each eye.
This is not working at all for me on Oculus rift. Tried everything. Used to work before i installed 2018.1 and lightweigt pipeline.
I'm using Unity 2017.3.0f3 Putting the Post Processing Behavior script (with the post processing profile chosen for it in the script's profile variable) in CenterEyeAnchor makes it work.
If you don't have a VR headset connected Unity will use the fallback camera. This means you will have to add all components to that camera as well if you want to see any differences during testing. Once connected to a headset, unity will use the standard camera.
I have following issue: I want to create a VR Game with Post Processing, but when I start testing at first it shows me a black screen, then I relode it again, second time: Splittet eye view. Left and right. I don't know how to fix it. And yes, I read the whole thread. My Post.Proc. Script is on my VR Camera, only AO, Bloom, Color Grading on. Could someone help me? Is there a newer version where the problem is fixed? Thanks!
I'm also trying to get post processing to work with the LWRP in VR. It works in desktop mode as I expect, but when I build it onto a VR device, (Oculus Quest in my case) I don't get any PP effects at all. Unity 2019.2.2f1 LWRP: 6.9.1 PP: 2.1.7 PP Effects: Bloom, Vignette, Chromatic Aberration, and Grain.
I have the same problem now, expected it to work as its marked stable but its now too late to rewrite everything for release.
I should point out that this issue is only there on Android based VR devices. When ran on a rift, PP works as expected.
Hello, I also wanted to add some Post Processing effects to VR. I am working currently with the Oculus Quest. For testing I just wanted to test a Black and White effect. In principle it is working. However in the center there seems a difficulty getting the "two eyes" together. There is a dark "line" in the center. I tried to have the PP layer on the left&right eye and only on the center eye, no difference. Anybody had the same problem so far? Is that an anti-aliasing effect? Thanks
I once managed to get postprocessing to work on steam VR by creating another camera inside the camera rig. It's like it overrides the camera on the rig, and this one actually lets you use postprocessing for some reason. Strangely, i can't get it to work on an old project of mine, that also uses SteamVR. Both made on 2018.2.2. Possibly im using an older version of steamVR on that one.. who knows.
With 2018.3 i have no problems but with latest 2019.2 version VR single pass doesnt work with posteffects V2, its the same proyect updated to 2019, its amazing that Unity breaks VR in a more advanced version
i have a similiar problem. the line in the middle isnt dark, but there is a line! have you found a solution for this problem?
Just in case someone stumbles across this thread like i did: Using URP in Unity 2021 (and the Oculus Integration with legacy backend for hand tracking) you just need to find the "CenterEyeAnchor" in the OVRCameraRig and activate Post Processing in its Camera Component. Works perfectly on Quest 2 with global post processing volumes.
Hello. I'm new to this as well. I followed a tutorial for Post Processing which was pretty straight forward in terms of setup, but the tutorial only focusses on a non VR scene. I'm on Unity 2020.3. (URP) When I follow the steps, ie attaching PP to main camera (adding process and layer) setting those controls to global in Volume, what I don't seem to get is any obvious effect on screen to indicate that it's working. Vignette is a perfect example, there is simply not measurable effect in the Unity editor, so it would appear that something is wrong in the config. Can anyone advise?
Hey, Can you please explain step by step how you managed to get this working with postprocessing with the OVRCamera rig. I tried what you mentioned but don't see how it can find the postprocessing volume by just ticking that box? Thanks in advance
You, sir, are a hero - I've been trying for a few days to get this working, and it's just this little check box lol For anyone else in the same boat, it's here...