I just released XRCinematicImageEffects, it’s a fork of Unity’s Cinematic Image Effects with better XR support and Single Pass Stereo Rendering. I’ll try to add Single Pass Instancing later, but it’s a bit harder. I don’t have ported all effects for now, let me now if you want more.
Why I did that?
All my active projects targets the Universal Windows Platform and Windows Mixed Reality. I can’t use the Post Processing Stack V2 because it’s not compatible with this target when .Net is enabled (only IL2CCP). I also use a nice set of effects from Amplify that are IMHO superior the Post Processint Stack V2.
However I need some more effects like AntiAliasing. So I decided to port the old cinematic effects by adding Single Pass Stereo rendering support. And it works well!
As I already wrote in a previous article, I submitted a solution the developers behind the post processing stack v2, but it's not a priority for now.
GunSpinning VR and M.A.R.S. Extraction, two projects submitted for the Dream.Build.Play 2017 challenge are using my XR FXAA/SMAA and all is fine!
When use those effects?
You can’t use the Post Processing Stack V2
You use another set of effects
Your VR Project requires only one or two specific effects (Like AntiAliasing)
Available effects
FXAA
SMAA (no temporal, but prediction is fine)
Vignette (good for artificial locomotion)
Chromatic Aberration (this one was for fun, it’s not very usefull in VR)
Distortion (I don’t recommend it in VR)
Stylistic Fog (a height fog effect)
A very WIP Depth of Field
Tone Mapping
Contributions, feedback & download
Don’t hesitate to submit pull requests! I’m not a shader guru but I can maybe fix few things here and there.
XRCinematicImageEffects on github













