Post-Processing Layer Exclusion
Rycia
At the moment, post-processing affects every layer, without the option to exclude layers.
This causes issues like UI elements, such as video players, having their color way blown out of proportion.
This change will help world creators immensely!
A possibile fix would be to introduce a custom VRC Post Processing component that allows you to select layers to include or exclude, similar to the VRC Mirror component.
This has specifically became a major issue for the Furality team with the upcoming convention, Furality Ultra, where the dealers den has hundreds of booths, and a lot of angry dealers complaining about their images and videos on the UI layer being greatly overshot. The team has tried everything to get around this, but any solution they've tried caused some other major issue, didn't work, or made the color grading a lot worse.
This is a difficult fix, but when a huge event that brings in tens of thousands of people to VRChat runs into this as a critical issue that's slowing the team down and taking away time from working on the bigger parts of the convention, then it really needs to be addressed.
Please share this around so that VRChat's team finally makes this possible!
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Ivaj15
I believe that, while this would be very useful and desirable, it falls into the realm of technical impossibility when dealing with user-generated content.
Imagine we have a plane that we do not want to be affected by post-processing. In front of that plane, there is another semi-transparent plane. In that case, we would run into a problem: the post-processing effect would be applied to both the background plane and the transparent one, making the effect appear as if it were overlapping, we cant do anything to masked since transparency dont writte to deep normaly(we can do some stecill on the word shader to avoid the problem, but avatars will still be broke).
There is no reasonable way to solve this reliably, grabpass and doing the post manualy have the same problem and its very bad on perf, also, camera stacking have the same problem.
on furality we did at the end a inverse of the tonemaper on the booth and video shaders, while it's not perfect, it's close enough.