I was trying to use some Niagara/Cascade vfx from my previous PC project into my new Quest 3 VR project.
Any “glowing” vfx (fire, lighting, explode etc.) got a huge hue shifting, while others (smoke, dust) looks good. This both happen on Vulkan preview and on Quest 3.
Turn on Mobile HDR would fix this, but I’m not able to use HDR for this project. I suspect it’s related to Post Processing and Tone Mapping, but when I put a color caliborator into the scene, there isn’t too much difference as the VFX do. Here’s a comparison:
This is due to the use of hdr values in your vfx colours. You need to clamp them down to ldr or redo them in that range. The colour test you have there as comparison only represents ldr values.
hi Peter, thanks for the answer, I think that’s the reason indeed.
However since this is a VFX set I purchased, redo the material/particle colors one by one would be too much work. Is there any good way to clamp all colors at the final stage when render them (maybe sth similar to post-process)?
Unfortunately I think manual labour is the only way to get good results. We check on start what device we run on and use different material parameters, colours etc, depending on device.