Jump to content

Aidan Leung

Verified Members
  • Posts

    3
  • Joined

  • Last visited

Reputation

1 Neutral
  1. Hello, I am from the plugin development team, also the one who made the ClearAlpha and ClearColor materials for the Underlay Passthrough feature. Am I understanding your goal correctly by saying that you are trying to use the passthrough image to occlude virtual objects, by using the materials we provided for "poking a hole"? In that case, using the "ClearAlpha" material alone will not be enough to achieve what you want. In addition to what you have already done, You will have to duplicate the object and apply the "ClearColor" material to it, as different materials are needed for writing the necessary RGBA values for a complete passthrough. Hope this helps.
  2. Hi there, Wave SDK engineer here. As you mentioned, the API current provided by the SDK can only be used to adjust the opacity of passthrough overlays but not underlays, so allow me present you an alternative solution. Provided that you have already succeeded in showing passthrough underlay in your scene in Unity, you should have either a skybox material or the main camera background color in the scene configured in a way, such that it clears the background of the scene to transparent black (i.e. RGBA = 0,0,0,0). You should be able to achieve the same effect by adjusting the alpha value of the material or the main camera background color. Hope this helps 🙂
  3. @dwmInteractive From your previous posts, is it safe to assume that you got the combination "Unity 2019.4.15 + URP 7.3.1 + MSAA" to work? If not, maybe you should try enabling the Post Processing option in the Main Camera in order for MSAA to work. Otherwise, the aforementioned combination is the only one we have previously confirmed to be working. As for other combinations involving newer Unity and URP versions, we will have to check and see what the problem is, and expand our supported versions once we can get them working.
×
×
  • Create New...