- Home /
Question by
AaronXRDev · Feb 06, 2019 at 07:31 PM ·
renderingshadersoculuspost processing
What is the best way to achieve blur, bloom and desaturation on Oculus Go?
I am using the LWRP and Shader Graph in the project for some other effects, but haven't been able to get Post Processing (PP) to deploy to the Oculus Go. After some research it seems like PP just isn't an option so I am hoping someone else can help me with a creative solution.
I tried using shader graph to affect camera input and then render it back to the player but keep hitting dead ends when it comes to making this work on Oculus Go.
Does anyone have any suggestions?
Comment
Your answer
![](https://koobas.hobune.stream/wayback/20220612191240im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
How to properly use RTHandles in HDRP for post effects 0 Answers
Fake Volumetrics via custom bloom 0 Answers
HDRP Edge Detection FullScreen Custom Pass 0 Answers
Stencil buffer and transparency 0 Answers
Modify values on VolumeProfile URP. 1 Answer