
What’s even better, for users with a modern GPU or mobile device, post processing effects are relatively lightweight. Workshop scene without post processing or baking the lights Very light performance impact for most users The shot below shows the same thing, just before. The above image shows a workshop scene with just a few minutes spent on tweaking the effects and lighting.

Instead of showing you before and after photos, I want to show you the after photo first. It’s easily one of the best techniques you can use to improve the visuals of the regions (or scenes) you build for SineSpace in Unity. In this post, I want to show you how to use post processing in SineSpace. Once you have it you can add it to your graphics settings.Workshop scene with post processing and baking the lighting While you're in there look at the OVRManager component and set the tracking origin type to "floor level".įor URP you'll need to create a scriptable render pipeline asset Select that and under the camera component make sure Post Processing is checked on and Output/HDR is set to "Use Pipeline Settings"

The camera component is attached to the OVRCameraRig/TrackingSpace/CenterEyeAnchor Get the Oculus rig from the oculus folder which was added when you imported oculus integration and drag it into the scene. For the cube I added a red color and emission color, but for emmission I cranked up the hdr to 10 In my setup I'm using URP so in the sample scene I added a plane and a cube and I created two URP materials. I set Stereo Rendering Mode to "singlepass" Under graphics APIs, make sure OpenGLES3 is above Vulkan by clicking and dragging on itįor XR settings I'm still using Legacy VR support, so click Virtual Reality Supported so it's on and add the Oculus SDK. In Player settings I set the color space to linear (not sure this is necessaray but I like it). I'm using a version from Feb 10, 2021, not sure if this is relevant.

On the asset store I searched for Oculus Integration and installed it - it might ask you to update some things, I just click yes to them and it should restart unity or you can close it and re-open it In the package manager I installed URP 7.6.0 Project setup from scratch step-by-step from memory and scribbled notes: It's just a very beautiful effect and I'm still stubbornly using it despite those limitations.

Unfortunately you won't be able to turn on Fixed Foveate Rendering and MSAA will also clobber performance. In such a simple scene you might get 72fps on a Quest (I haven't checked) but definitely on a Quest 2. Warning: This is a performance-heavy effect. A barebones project in Unity 2019.4.28f1 set up with URP and PostProcessing with Bloom and ACES tonemapping for Oculus Quest
