Scene is much darker in MR headset than it is on screen

I have been struggling with this for the last day or so and I’m not sure what I am doing wrong.

I am building my project for Windows Mixed Reality and just got access to a Samsung Odyssey headset.
I had been testing it in x86 mode with Oculus up until now and it was fine.

The problem:
The scene in MR is much darker than on screen / how it was in Oculus. I snapped a picture of what it looks like in the headset.

And here is what the lighting looks like on screen / in the Oculus headset:

Does anyone know what I might be doing wrong with my UWP settings / lighting that would cause this?

Maybe the Pixel Light Count in the Quality Settings could be relevant to you.

I also have this issue 2017.3.0

It’s related with color space. You need to switch to gamma color space to get the same result in editor as well as in HMD display.

And for linear color space, you need to use post processing, neutral tonemapper in color grading section.

4 Likes

This worked perfectly!!! Thank you so much! (changed to gamma)

Are you using the Unity post processing stack version from the asset store?

I m using post processing stack from the asset store… not the git hub one… but whn i use the behaviour component with the camera ,i m getting a double screen instead of single screen… whn i remove the behaviour component, it works gud… I m using window mixed reality headset (HP version)… Can anyone suggest any possible ways to make it work… or any other post processing effects which works in WMR

----- Fixed ------ change the rendering path to multi pass.