I am developing a VR game using LWRP. Performance gains are awesome compared to the default pipeline, so thank you guys for great work!
Today I stumbled with the issue that HDR is not applied to VR cameras. I have HDR setting enabled in my LWRP asset, and with PostProcessing on normal Camera it works just fine. However, if I start the game in VR mode, HDR is gone – it is especially noticeable on particle systems with emission and when using bloom. I have HDR checkbox enabled on the camera in both cases, but in VR it does not affect anything. Turning PP on/off does not help either. Is there a way to fix it?
I am currently using LWRP 3.0.0 and Unity 2018.2.7f1.
Interesting fact is, I tried creating an empty LWRP VR project in the same version of Unity, but with LWRP 2.0.8 (and also tried 2.0.7) – in these versions HDR indeed works on VR cameras. What is wrong about 3.0.0? Or am I missing something?
I reverted to v2.0.8 after all and had to manually “befriend” it with the latest Post-Processing Stack, v2.0.17 (the latter is not compulsory, but I wanted to fix shifted bloom on the right eye :)). Now HDR works fine, and I can use the latest effects.
BTW, I checked the newer versions of LWRP (up to 5.0.0 in Unity 2019 alpha) – seems like this issue is still in place. Hope it can be fixed soon…
Hi there! Postprocessing was automatically disabled with LWRP + VR because we were ironing out some of the remaining issues with VR + PP.
Just this morning we merged in a PR to reenable VR + LWRP + PP into the SRP github, but that’s targeting 2019.1. Luckily our alphas are now public so you can give that a shot!
I’m still seeing this issue with 2019.1.0b3, LWRP 5.2.3 (not preview anymore) and PostProcessing 2.1.3. HDR is not used for a camera that is supposed to be HDR in VR.
This is very visible with Bloom - no bloom is applied with a treshold > 1, ever. If I tune the treshold down I see bloom.
@paulan_unity is this expected behaviour or should I file a bug report?