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Post-Processing

In Unity, the Post Processing Effects stack is an important step in making your Looking Glass content look great. The HoloPlay Unity Plugin (ver 1.2 or greater) includes a fork of the Unity Post Processing v2 (PPv2) Effects Stack that is compatible with the Plugin.
NOTE: Unity's native PPv2 is not compatible with the HoloPlay Plugin. Any native instance of PPv2 must be removed to use this Plugin.

Supported Effects

  • Ambient Occlusion
  • Auto-Exposure
  • Bloom
  • Color Grading
  • Depth of Field
  • Grain
  • Screen-Space Reflections

Unsupported

  • Chromatic Aberration (Only works on MacOS)
  • Lens Distortion
  • Motion Blur
  • Vignette

Review the Example Scene

The Plugin includes an example scene found in Holoplay/Examples/3 - Post-Processing.unity. Open this to see an example of Post Processing in the Looking Glass.

Setting up Post Processing

Add a Post-process Layer

First, you'll need to add a "Post-process Layer" to your Holoplay Capture:
  1. 1.
    If you don't already have a Holoplay Capture in your scene, right-click in the Hierarchy Window and select "Holoplay Capture"
  2. 2.
    With the Holoplay Capture selected, in the inspector, select "Add Component" -> "Rendering" -> "Post-process Layer"
  3. 3.
    Under "Trigger" press the "This" button
  4. 4.
    Select a Layer (for testing "Default" is fine, though in production you should select specific layers)

Add a Post-process Volume

Once you've done this, you'll need to add a Post-process Volume:
  1. 1.
    Right-click in the Hierarchy Window and select "Create Empty"
  2. 2.
    With the new Empty selected, in the inspector select "Add Component" -> "Rendering -> "Post-process Volume"
  3. 3.
    Check the "Is Global" box
  4. 4.
    To the right of the "Profile" field, click "New"
  5. 5.
    Then add effects at the bottom of this component

Post Processing Effects

Our experience has found that the following effects to tend to have the most impact on the final visual quality on your Looking Glass experience.

Bloom

Bloom makes bright spots in your scene seem to bleed. Here are some tips specific to this effect on the Looking Glass
  • A good place to start with threshold is about 1.
  • Bloom looks best when it's only affecting true HDR values in the scene.
  • Keep diffusion low to prevent haziness.
  • Anamorphic ratio should be kept above 1 to play off of horizontal multiview.
  • Do not use a dirtiness texture
More info on the Unity Docs

Color Grading

This effect color corrects the scene, allowing you to change the dynamic range of the lighting as well as change the overall tone with hue adjustment.
ACES tonemapping tends to look best. No matter what, always adjust the following to get good white balance:
  • post-exposure
  • saturation
  • contrast
Color grading requires Linear Color Space, which we suggest trying experimenting with in general anyways. To modify, go to Edit > Project Settings > Player, where you can change Color Space to Linear.
More info on the Unity Docs

Depth of Field

Objects become blurry depending on how far away they lie from the focal distance.
The HoloPlay Unity Plugin fork of PPv2 allows you to choose a DOF framing that best coincides with the optics of the Looking Glass associated to the Holoplay Capture game object. To use this, ensure that Holoplay Driven Focus is checked.
For a more lightweight blur, use the legacy SimpleDOF.cs script instead.
More info on the Unity Docs

Ambient Occlusion

Ambient Occlusion is an effect that makes concave spaces within the model darker. Settings for these values are very scene-dependent.
More info on the Unity Docs

Vignette

This effect adds darkness to the corners of the image. This effect shouldn't be applied for scenes or cameras that move, but it can be effective in guiding focus on stationary scenes.
More info on the Unity Docs

Troubleshooting Note

Sometimes PPv2 effects to not activate until after Unity begins running the game. If Post Processing effects do not seem register, try resetting things by disabling / re-enabling Holoplay Capture, then pressing the play button.