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Extra texture channel and Post Process materials for VR

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    Extra texture channel and Post Process materials for VR

    Hey guys.

    Im trying implement realistic NVG.
    If there any ideas how to implement it easier I will be glad to hear.

    What already done:
    - NVG works only in the monocular area without affecting peripheral vision, just like real NVG tubes in front of eye.
    - Red turns white as the wave is close to infra-red
    - Anything closer than a meter has a strong defocus

    What I want to add:
    - Modularity, the ability to choose a monocular or binocular glasses (if implement through the post process)
    - Fake infrared spectrum, for realistic IR illumination, weapon red dot sights, lasers and IR reflective materials.
    - Bloom for bright sources
    - Optimization -_- especially for blur. (spiral blur based on depth map)

    I made two versions, as a post process material and as surface material.

    Cons of the post process material: the material is duplicated in both eyes, I can’t make a monocular system where the effect will work in one eye.
    Pros: all translucent sprites will work correctly since im using scene texture.

    Cons of the surface plane in front of the camera: jitters when FPS dropping and issue with displaying decals behind a nvg plane.
    Pros: you can choose on which eye you want nvg effect.

    Generally there are a couple of questions.
    1) Is it possible to regulate the post process for each eye separately for VR?
    2) How can you cheaply implement bloom in a material?
    3) is it possible to make a new channel for materials? For example, if Id like to make effect of a thermal image or make realistic infrared range, it will be impossible without additional texture channel of heat emission.

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    Last edited by Khaliman; 01-15-2020, 12:15 PM.

    Hi, for your 1st question, the answer is yes, with limitations though. I used to make a binocular microscope in VR, and display a different PostProcess mask to give the illusion of "tunnel vision".
    Define the effect/mask for each eye, and use a Custom Material Expression as alpha into a Lerp as defined :
    return ResolvedView.StereoPassIndex;