-
Notifications
You must be signed in to change notification settings - Fork 31
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Chroma key passthrough #86
Comments
Looks like the passthrough functionality is not available when using CompositorLayers and Metal shaders. I guess the color calculations done in the fragment shader could output to a new texture in memory. Then this could be used on the plane rendered with RealityView using an unlit shader. And in this mode we could discard pixels. Could this help with the 1.5 meter area for immersive applications. With the unlit shader the output using RealityView would not be affected by room lighting. Is the 1.5 meter enforced in mixed applications like this? |
RealityView isn't ~super viable unless we can get precise vsync timing, is the thing. We have to know the exact head pose at every vsync, or we won't be able to correctly timewarp (the world will look sloshy) |
Since some time has passed, I wanted to ask again if anything has changed? Mixed Reality with Flightsimulator would be fantastic. |
it's fully implemented client-side, however on visionOS 1.x you'll have to use the Experimental Renderer. Also, unfortunately, Apple broke backwards compat on Xcode beta 16 (needed for visionOS 2 features), so the testflights are a mess atm. |
Ahh, okay, thx for reply! |
Any updates on this? A chroma key passthrough of parts of a cockpit in DCS would be amazing because only AVP has good enough passthrough to read actual MFD screens? |
Would it be hard to add a chroma key passthrough to the client application?
I tried to change the immersion mode of the application from full to mixed.
Setting alpha in the fragment shader had no effect and discarding pixels only makes the output black.
Anyone know if there is some additional settings needed to get passthrough working. Settings on the composition layers, depth or anything else?
It would be nice with an option to set a color and tolerance that we could process in the fragment shader to set a pixel transparent.
The text was updated successfully, but these errors were encountered: