There might be a problem with post-process effects due to their rendering nature - all the effects in the pack are working in the rectangular Screen Space, where pixel coordinates are expected to be in the 0..1 range, similar size and distance. However, panoramic render uses spherical space, where texel size is not stable and decreases closer to the 1;-1 values by Y axis. Because of that UE might disable PostProcess effect to avoid visual glitches (my effects will cause it for sure in the sphere rendering). There are different workarounds like using 6-side cube render or force PostProcess application regardless of the different UV inputs, but I’m not sure what can be best for you - it highly depends on your targets and desired final look of the render.
As you may see, there is a problem with Forward Shading - shaders are not compiling on this pipeline, which affects ES3.1 Shader Model as well. All of that means that currently our shaders are not available for the applications developed for the standalone VR (Meta Quest), mobile devices and even some projects for the Nintendo Switch. However, I’m happy to say that we already found a way how to resolve this issue, and next update 1.4 will be completely about enabling compatibility with Forward Shading pipeline.
Hey man, I’m super sorry for the delay, but update you asked for finally arrived - check previous message with the v1.3 update changelog. You can download latest version of the Comicbook effect and find opacity options added there in the Shadows and Hightlight sections.