Legacy / Built-in Renderer Post Processing, Tilt Brush & Unity

 The Tiltbrush export from the Oculus Quest comes as a .glb file. This can be opened in Blender & also Houdini - but they won't really look like much without the Unity shaders.

So... find the latest Unity Tiltbrush package online somewhere, install it in the latest Unity - at time of writing, I used Unity 2020.1.2f1 with Tiltbrush Unity Package 23.0.1. At some point Unity or Google will probably stop supporting this!

Once you've installed the package, you should be able to import your glb file & it will display correctly in Unity! Hooray!
What's that? Some of it is displaying as bright pink? Oh... did you make a URP or HDRP project?
Bad news. Take that fancy stuff outta here. Tiltbrush shaders only work with the legacy/ built in renderer. 

What's that? You want to make it nice and post processed though? Oh ok.. You can still use the old post processing layer system. Here's how -

In your Project window/Assets area, Right Click and make a new Post Processing Profile.

Now,  in the hierarchy, create a Post Processing Volume. You could make it global if you want it to affect the entire scene. Make a new layer for this object. Call it something sensible, like PostProLayer.

Go to your camera and add a Post Processing Layer. Set the Layer to your PostProLayer. Now feel free to click on the volume and add overides such as Grain, Occlusion, or Chromatic Abberations etc.


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