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Transparent fluid when using Meta quest passthrough
#13
(17-11-2023, 02:55 PM)413866 Wrote: Do you have the fluid shader that is modified to only work with Alpha blending for me?

Answered your PM regarding this, check it out.

For those users looking at the same problem: the screenshots above were taken by simply removing refractive distortion and absorption from FluidShader.shader, in order to illustrate how simple alpha blending would look.

However it doesn't change the fact that the renderer's structure assumes opaque objects in the scene have been captured to a texture (similar to a GrabPass), and still blends fluid over this texture so it wouldn't work around the limitation of not being able to access Quest's camera feed. Since the texture's contents are the same as the screen frame buffer's, it looks the same as blending against the screen would look and it's enough for my original purpose of illustrating the difference in both techniques.

A proper implementation that works around Quest's issue would require modifying ObiFluidRenderer.cs to not capture the screen contents and instead blit an alpha-blended version of the fluid directly on top of the screen. This is an extensive modification of both the renderer and the shader, up to you to implement for this particular use case.

regards,
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Messages In This Thread
RE: Transparent fluid when using Meta quest passthrough - by josemendez - 20-11-2023, 10:10 AM