Post Processing

We have tested the Post Processing features on a VIVE Focus Plus, and the results are as follows.

You can check the verified Post Processing version here.

Build-in Render Pipeline

The Built-in Render Pipeline (BRP) refers to the built-in rendering path of Unity. If you are not using URP or LWRP, then you are using BRP. Post Processing in BRP is achieved by using the Post Processing Stack v2 Package in Unity.

The table below only shows the test results for Multi Pass stereo render mode. Post Processing is not supported when using Single Pass as stereo render mode. The Editor results are obtained when testing with WaveXR selected as the plugin provider for the Windows platform.

Effect MultiPass Note
Player Editor
MSAA PASS PASS  
FXAA PASS PASS  
SMAA PASS PASS  
TAA PASS PASS  
Ambient Occlusion N/A N/A Resulting effect is poor in Android.
Auto Exposure N/A PASS Not supported in Android.
Bloom PASS PASS  
Chromatic Aberration PASS PASS Unity: Not recommended to use in XR.
Depth of Field PASS PASS  
Grain PASS PASS  
Lens Distortion N/A PASS Unity: Not recommended to use in XR.
Motion Blur N/A PASS Unity: Not recommended to use in XR.
Screen Space Reflection N/A N/A Not supported in XR.
Vignette PASS PASS Significant drop in fps in Player.
Directly to Camera Target FAIL FAIL Do not use this function.
Color Grading (LDR/Gamma) PASS PASS  

Universal Render Pipeline

Post Processing is a built-in feature in the Universal Render Pipeline (URP/LWRP). The results here are tested by built-in Post Processing of URP, instead of the Post Processing Stack v2 Package.

Multi Pass is not supported by URP. This table shows the test results when using the Single Pass stereo render mode. The Editor results are obtained when testing with WaveXR selected as plugin provider for Windows platform.

Effect SinglePass Note
Player Editor
MSAA PASS PASS  
FXAA PASS PASS  
SMAA PASS PASS  
Bloom PASS PASS  
Chromatic Aberration PASS PASS Unity: Not recommended to use in XR.
Depth of Field (Gaussian Mode) FAIL PASS Recommended to use Bokeh mode.
Depth of Field (Bokeh Mode) PASS PASS  
Film Grain PASS PASS  
Lens Distortion PASS PASS Unity: Not recommended to use in XR.
Motion Blur PASS PASS Unity: Not recommended to use in XR.
Vignette PASS PASS Significant drop in fps in Player.
Color Grading (LDR/Gamma) PASS PASS