I’m using the Oculus Passthrough API, which looks at the alpha channel of the frame buffer to determine how much to blend in the headset cameras. The translucent/additive materials I’m using have an alpha value of zero in renderdoc, and therefore are not showing at all in game.
How can I get translucent/additive materials to write their alpha to the frame buffer?
Platform is mobile vulkan (quest 2). Thanks!