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)
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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).
@Gerry915 here is a package I made for fading entities in and out:
https://github.com/Reality-Dev/RealityKit-Fade
Hey @JuergenT I'm noticing the same crashes when using SCNTechnique and Metal shaders. Did you ever find a solution?
@arthurfromberlin Thank you so much, I will check it out!
Hey @arthurfromberlin did you ever get a chance to upload that sample?
Thanks @arthurfromberlin that would be very helpful.
Also, did you find a way to convert between a Metal vertex buffer and a RealityKit vertex buffer?
Hey arthurfromberlin, thanks for getting this far. Do you have a complete code example anywhere? There were a few missing pieces, such as how/where you call textureResource.replace(withDrawables:), what vertex/fragment functions you use to make the MTLRenderPipelineDescriptor, and how you're using the matrix values.