There is a tmp link with some presets. the value of those presets are targeting 1920x1080 screen, thus, you might have different result(oil paint effect) in webgl demo. https://frozenmistadventure.github.io/demofmcolor/
We didn’t have a chance to test on PS4. Thus, we cannot provide a YES/NO answer.
If you have any chance to test it, we’d also like to know your result.
Would you please email us for technical support? email: thelghome@gmail.com
I would like to know the render settings, graphic api…etc again, thanks for letting me know the issue and see if we can fix it.
Just purchased now to test out.
Just tested this in Unity 2019.4.17 for android on quest 2 using Multi View rendering. Only works in one eye and other eye is black. Anyway to get this to work with multiview rendering? Multi-View on mobile vr should just be standard by now really since we need every little resource we can squeeze out.
When deving for mobile vr android we can’t use multi-pass rendering has to be multi view so we can render things out at 72 and 90 fps. Any help on this would be great. If I need to send along my invoice get a conversation going thru email or skype/discord etc be great. Thanks.
I have a third person player in main camera, and with the main camera it has the FM Color script, how to I exclude the player being rendered by the FM Color script, using URP