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Comment on Set camera feed as texture input for CustomMaterial
Without knowing the exact tone mapping algorithm being used, or being provided a setting from RealityKit to turn it off, it is basically shooting in the dark to get a match. The tone mapping appears to make the frame much darker in rooms that were not bright to begin with, which is not a desired effect in my case. However, the most pressing issue is that object occlusion no longer works as intended. environment.sceneUnderstanding.options.insert(.occlusion)
Oct ’23
Comment on Set camera feed as texture input for CustomMaterial
I have been able to get this to work with the full screen quad being 15 meters in front of the camera. I have had issues with the quad geometry moving relative to the edges of the screen, even when attached to an anchor entity targeting the camera (i.e. AnchorEntity(.camera)). I believe this deals with the camera's projection matrix changing over time, even with this option renderOptions.insert(.disableDepthOfField).
Oct ’23