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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
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