Vignette effect issue in VR

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Hello,

we recently used the vignette effect from URP in our VR project, and we noticed a visual issue in the headset when the effect is active.
The effect I’m referring to is the following one, being in the URP version we are using (7.5.3) :
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.5/manual/post-processing-vignette.html

Taken from our project, here is a frame of the effect in action (with an additional color grading post effect applied at the same time), before being sent to the headset (we are running VR rendering in single pass mode) :


The effect is applied on both eyes, but the result is not quite what we were expecting, because the vignette effect is applied exactly the same way on both eyes. The result in the headset is a disturbing effect in terms of stereoscopic view, as if the vignette effect is not taking the space between the eyes correctly.

Having checked what Oculus do in their SDK, the “OVRVignette” they implemented does produce a result which seems correct in terms of stereoscopic view.

Anybody noticed a similar issue ? Are we missing something here with the configuration of the vignette effect in URP?

Thanks

I’m also experiencing this issue.

I’m using:

  1. URP 10.5.0
  2. Single pass instanced render mode for XR

Try the Tunneling Pro asset. It’s made for VR and should get the job done

Which headset are you using? We noticed that Vignette renders in both eyes like you showed above on the Quest 2, but works properly on the Rift S.

We’re using built in render pipeline with multi-pass though.

I contacted support about this issue and sent them a project so they could repro the issue. This bug has been opened in the issue tracker: Unity Issue Tracker - [XR SDK] [URP] Vignette post processing effect is overlapping between eyes

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Hello, and thanks for all the replies.
I’m happy to see that the bug has been opened in the issue tracker, and will vote for it.
Meanwhile, thanks for pointing the Tunneling Pro asset, which happens to be free. This may be a better approach than importing the OVRVignette from the Oculus SDK.

I will let you know how things turn out on this subject.

Thanks,

As far as I can tell, Tunnelling Pro does not work for URP, unfortunately