Hey everyone,
Last year I went down a rabbit hole trying to implement bloom in our VR Game, Shooty Skies Overdrive. I knew nothing about writng my own post fx or really how to solve the performance and hardware issues so it was a difficult job. Many times I tried to find useful forum posts on the subject but did not have a whole lot of luck, just a lot of other users posing the same question haha.
Anyway, we released an update in August that upgraded our visuals for the Oculus Quest 2 hardware and we were able to add bloom and colour grading while running at 72fps. We also run at 90fps without bloom (but with some super sampling - its very nice too!)
Anyway here is a breakdown of how I got bloom working using Unity’s Scriptable Renderer that hopefully answers the same questions I had last year for anyone else.
Also if there is any feedback on what I may have got incorrect or slightly misguided, that would be great as I am still learning so much about rendering.
Cheers!