We are developing a MR app with the Meta Quest 3 passthrough and we’re trying to imitate eye sharpness/bluriness. Preferable with image input (black white mask where it should be sharp en where it should be blurry).
Ideas we’ve tried:
Placing milk glass in front of the player - results in black view
Trying to adjust camera DOF - doesn’t affect passthrough
UI Background blur - results in black view as well
I think it’s also possible if we can acces the passthrough feed as texture/material, adjust it in a dynamic material instance en place it back.
So far we can’t seem to figure out how to retrieve the passthrough feed. Is this possible or is this inaccessable?
Or are there any other suggestions on how to achieve the effect?
Meta headsets have no support for accessing the camera feed in any way. The only headsets that have any kind of support for it are the Vive, Vive Pro, Vive Pro 2, Valve Index, Varjo XR-3/4 and the Lynx.
Oke, so that’s not a solution. Thank you for pointing that out!
Some other suggestions to achieve it?
I tried frosted glass, since you can add a parameter to adjust it’s blurinness, but it always results in a black screen when build.
But that might be an android issue… Anyone an idea to get it to work?
I don’t think it is possible to achieve without either camera access, or explicit support for a blurring feature in the runtime. From what I’ve seen, Metas passthrough API has nothing like that available.