Emissive material not visible in VR pass-through (Meta XR / Quest 3)

Since the frame is alpha blended with the passthrough by the system compositor after rendering, it’s not possible to do true additive blending with it inside the game. This is a limitation with pretty much all compositor-based passthrough systems. It will only blend in areas with opaque alpha written to them. You’d have to fake it with a blend mode that writes alpha, like Translucent or Masked.