ARCore UE4.19 Passthrough Camera Material Brighter than BG Camera

I’m experimenting with ARCore in 4.19 preview, and I’ve run into an interesting issue.

I’m trying to “punch holes” in the world

but the passthrough camera material I have set up is much brighter than the background (and the screenspace UVs don’t match correctly - there’s a bit of offset)
The brightness issue did not happen in 4.18 with ARCore-ADK1. I’ve also tried turning light estimation off in the AR settings…as well as tonemapperfilm

This is my material setup, but I’ve also tried lit and translucent materials:

And in terms of the image not matching up, I’ve tried multiple options for texture coordinates (ViewportUV, PixelPosition, ScreenAlignedUVs)

Any ideas what’s causing these two issues?

EDIT - found the Passthrough Material in engine content - it renders out solid black. :confused:

I’m having the same problem with the ARKit passthrough material. I’ve modified the material that shipped with the engine content from a post process material to a regular one, and I cannot get the material to match the post process no matter what I do with ScreenPosition, Resolution, view size, etc. I’m sure it has something to do with the 2 drawing to different outputs. Like one the screen and another the buffer, but I can’t get the math right. Can we get some assist?

Bump it!
I want to have shadows on real objects!

Would love a solution to this also.

I just now got my passthrough material working using ARkit template with 4.19.1. I created a new Material, set the shading model to Unlit, and then copied the contents of the ARkitCameraMaterial (found in the Engine Content) and pasted them into the material, hooking the node network into the Emissive Color output. At this point I had the bright passthrough material that we’ve all seen (see attached Photo #1). So I snapped a screenshot of the bright passthrough material in an AR scene and brought it into Photoshop, where I applied a Levels adjustment to the passthrough region. I found that setting the gamma correction to 0.5 made the passthrough region blend into the background (I was surprised that it wasn’t 0.4343, which is the inverse of a 2.2 gamma). So in Unreal, I added a Power node to the final output with a power of 2.0 (because 1/0.5 = 2). This seemed to produce the correct (or at least correct enough) passthrough brightness to blend into the background (see attached Photo #2). Below is the code for my material. Just paste it into a new Unlit Material and hook it up to the Emissive Color. Haven’t tried this with ARCore, but hopefully it is as simple as adding the Power node to your existing passthrough material. (Note: This material only works in Landscape mode. I have not tried to get Portrait working yet, but I saw a potential solution here: ARKit Passthrough Camera material scaled differently than blank space - XR Development - Unreal Engine Forums)


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   NodeGuid=3739A8CCA94C0FEA2BDDCBAFD91B6114
   CustomProperties Pin (PinId=79604BB4714F700EF0CEB5A1F1A2C09B,PinName="UVs",PinType.PinCategory="optional",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(MaterialGraphNode_14 CC1F71BBFD421BDCF411BE8E9194E353,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
   CustomProperties Pin (PinId=E3F42740FC458F6DDD8A87927E6C4FCD,PinName="Output",PinFriendlyName=" ",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(MaterialGraphNode_17 0A799DCCF44A7083527B8D80D145975D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object
Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_22"
   Begin Object Class=/Script/AppleARKit.MaterialExpressionARKitPassthroughCamera Name="MaterialExpressionARKitPassthroughCamera_2"
   End Object
   Begin Object Name="MaterialExpressionARKitPassthroughCamera_2"
      Coordinates=(Expression=MaterialExpressionScreenPosition'"MaterialGraphNode_14.MaterialExpressionScreenPosition_0"')
      TextureType=TextureCbCr
      MaterialExpressionEditorX=-480
      MaterialExpressionEditorY=272
      MaterialExpressionGuid=4A9B5EEE40776D97B6AC1DB24C3669C3
      Material=PreviewMaterial'"/Engine/Transient.PassThrough"'
   End Object
   MaterialExpression=MaterialExpressionARKitPassthroughCamera'"MaterialExpressionARKitPassthroughCamera_2"'
   NodePosX=-480
   NodePosY=272
   NodeGuid=4C1D6EE144426076900E2EA79527E91D
   CustomProperties Pin (PinId=44B00746544274F87E35B4BAF7D77B9B,PinName="UVs",PinType.PinCategory="optional",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(MaterialGraphNode_14 CC1F71BBFD421BDCF411BE8E9194E353,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
   CustomProperties Pin (PinId=C31DF97498453061A7F53E8B13326F2F,PinName="Output",PinFriendlyName=" ",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(MaterialGraphNode_18 8DD5202C9B4511ECD5FA1E92B06E126C,MaterialGraphNode_19 8417EFFF074D1D113DA70EB8FBA7C9BB,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object

After some more work on my ARkit project, I found that the Power node mentioned in the previous post is only necessary if HDR is turned off.

Experienced this myself recently in ARKit. All about that Mobile HDR setting :wink: