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Postprocessing effect in Oculus GO
Hi , I want to make PostProcessingEffect(Bloom) in Oculus GO , but it's difficullt. So I want someone's help. 
My environment => Unity2019.1 + SinglePathStereoRendering + ForwardRendering
I tried to make it by self using Graphics.Blit() or CommandBuffer.Blit() ,however the one was broken drawing and another was no change in Oculus GO( on PC ,it's changing).
I found some bug reports about Graphics.Blit().
I don't know the reason why no change using CommandBuffer.Blit() in Oculus Go.
I show the easy test code of CommandBuffer (this code is same status)here , so please help. 
P.S
I find this , but my problem happens on 2019.2.5f https://issuetracker.unity3d.com/issues/oculus-go-postprocessing-effects-are-not-applied-to-built-applications?page=1#comments
C#
 using UnityEngine;
 using UnityEngine.Rendering;
 [RequireComponent(typeof(Camera))]
 public class CommandBufferPostEffect : MonoBehaviour
 {
 
     [SerializeField]
     private Shader _shader;
 
     private void Awake()
     {
         Initialize();
     }
 
     private void Initialize()
     {
         var camera = GetComponent<Camera>();
         var material = new Material(_shader);
         var commandBuffer = new CommandBuffer();
 
 
         int tempTextureIdentifier = Shader.PropertyToID("_PostEffectTempTexture");
         commandBuffer.GetTemporaryRT(tempTextureIdentifier, -1, -1);
 
 
         commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, tempTextureIdentifier);
         commandBuffer.Blit(tempTextureIdentifier, BuiltinRenderTextureType.CurrentActive, material);
 
 
         commandBuffer.ReleaseTemporaryRT(tempTextureIdentifier);
 
         camera.AddCommandBuffer(CameraEvent.AfterEverything, commandBuffer);
     }
 }
Shader
 Shader "Unlit/Bloomtest"
 {Properties
 {
        _MainTex("Texture", 2D) = "white" {}
 }
 SubShader
 {
        Cull Off ZWrite Off ZTest Always
        CGINCLUDE
 #include "UnityCG.cginc"
        struct appdata
 {
        float4 vertex : POSITION;
        float2 uv : TEXCOORD0;
        UNITY_VERTEX_INPUT_INSTANCE_ID //挿入
 };
 //v2f 出力構造体
 struct v2f
 {
        float2 uv : TEXCOORD0;
        float4 vertex : SV_POSITION;
        UNITY_VERTEX_OUTPUT_STEREO //挿入
 };
 v2f vert(appdata v)
 {
        v2f o;
        UNITY_SETUP_INSTANCE_ID(v); //挿入
        UNITY_INITIALIZE_OUTPUT(v2f, o); //挿入
        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //挿入
        o.vertex = UnityObjectToClipPos(v.vertex);
        o.uv = v.uv;
        return o;
 }
 UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); //挿入
 fixed4 frag(v2f i) : SV_Target
 {
        UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //挿入
        fixed4 col = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv); //挿入
        //fixed4 col = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv,  _MainTex_ST));
                                                                                                         
        col = 1 - col;
        return col;
 }
 ENDCG
 Pass
 {
        CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
               ENDCG
 }
 }
 }
Your answer
 
 
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koobas.hobune.stream 
                       
                
                       
			     
			 
                