Post Processing with VR Works and Single Pass Stereo

Hi, I’m wondering how I might get the built in post processing shaders to work with NVIDIA VR Works’ Single Pass Stereo functionality and/or Unity’s Single Pass Instanced rendering mode?

Right now, I’m using Unity 2018.4 and I have a post process volume with Bloom, Auto Exposure, and Color Grading. Turning on VR Works’ single pass stereo results in no post process effect being applied to the screen, with both Unity’s single pass stereo and instanced rendering modes. Weirdly enough, when VR Works’ single pass stereo is turned off, and Unity’s single pass instanced rendering is turned on, the image rendered is a single solid color, but that color changes as I disable and enable post processing so I suppose some part of post processing is working.

I’ve read all the information I can find about editing shaders to work with VR Works and Unity’s single pass instanced rendering. However, Auto Exposure and Color Grading use compute shaders, and I can’t find anything about how to edit those. Any help would be appreciated!

in a similar boat here, we use 2019.3 with URP and VR and are looking for auto exposure & SSAO.
What’s your impression of NVIDIA VR Works? What’s the reason you use it?

Bump, I’ve got the same problem.

I use Unity 2018.4 and the Post Processing package 2.3.0. It is not working with Single pass instanced mode. :confused:
I’ve got a full screen solid color when I enable the PostProcess layer component and my visuals are back when I disable it.

Is there any workaround ?