I have a Unity 6 HDRP project with in world canvas GUI’s.
(Working example)
I use a custom pass volume to avoid the world canvas from receiving post processing effects ([White Balance], [Shadow, Midtones, Highlights], [Color Adjustments]), this works great for a Windows build running on Windows.
The issue is when I run the game via Proton (Steam Deck), the custom pass volume doesn’t display as expected - note how dark it is.
It displays fine when running with a native Linux build - I had to change the render texture videos to either transcode VP8 from within Unity, or convert the base video file to WebM VP8 encoded. However, this doesn’t appear to be a viable option as my local test builds have concluded SteamWorks.NET and Unity Input System 1.11.2 both have multiple critical issues/bugs running on native Linux builds.
Interestingly, I have some custom passes to display my player/guns above everything (prevent clipping) and this works fine across all builds.
A work around is to disable the custom pass when running via Proton on Linux, but this isn’t really ideal because then the canvas is receiving the post processing effects.
I have tried just about every configuration for the canvas custom pass, but the end result is always the same. I realise this is very likely an issue with Proton/Wine, but I was hoping someone else might have experienced the same and/or have a solution on the Unity side?
This issue has been consistent within my project across various Unity 2022, 2023 and now Unity 6 versions.