Not yet. The DLSS Neural Rendering plugin adds its own processing step after PassthroughKey’s final pass.
It reworks every pixel, including the background, so the background is no longer the exact key colour and Virtual Desktop doesn’t cut it out. That’s why you get solid black.
Making the two work together is on my list for a future update. Until then:
- Turn off the Neural Rendering / denoise step in the DLSS plugin, or the whole DLSS plugin, while you use passthrough.
- Then switch PassthroughKey’s Key pass active off and on again, so it’s back at the end of the camera’s chain.
- Check it with Advanced → Test pattern: if the bottom row is see-through, the background now keys.
If it’s still black, run Advanced →
Log cameras and send me the log lines. They show what runs after PassthroughKey.
here's the camera log:
PassthroughKey: cameras (name / depth / clear / UI layer / stereo):
'ScreenCameraClear' depth -1 clear Color UI False eye None
'CenterEyeAnchor' depth 0 clear Color UI True eye Both <- protect pass
'MonitorRig' depth 2 clear Color UI True eye None
'ScreenUICamera' depth 10 clear Nothing UI True eye None
'PassthroughKey_UnderFloorCam' depth -101 clear Color UI False eye None (renders to texture)
'PassthroughKey_ShadowCam' depth -100 clear Color UI False eye None (renders to texture)
(disabled/manual) 'ClearUpscale_CharCamera' depth 2 clear Color UI False eye Both
(disabled/manual) 'ClearUpscale_BgCamera' depth 1 clear Color UI True eye Both
(disabled/manual) 'RightHandAnchor' depth 0 clear Nothing UI False eye None
(disabled/manual) 'LeftHandAnchor' depth 0 clear Nothing UI False eye None
(disabled/manual) 'RightEyeAnchor' depth 0 clear Color UI True eye Right
(disabled/manual) 'LeftEyeAnchor' depth 0 clear Color UI True eye Left
(disabled/manual) 'HiResScreenshotCamera' depth 0 clear Color UI True eye None
(disabled/manual) 'LoResScreenshotCamera' depth 0 clear Color UI True eye None
VR: True key pass: active
PassthroughKey: components on 'CenterEyeAnchor' (render order, hdr False, colour space Linear):
0. UnityEngine.Transform
1. UnityEngine.AudioListener (disabled)
2. UnityEngine.Camera
3. MeshVR.PerfMonCamera
4. MK.Glow.MKGlow (disabled)
5. Leap.Unity.LeapXRServiceProvider (disabled)
6. LeapMotionProviderSwitcher
7. PassthroughKeyOpaquePass
8. PassthroughKeyPass
9. VamDlssNr.NrCapture
PassthroughKey: RIG CHAIN (head camera up to the root; local pos / world y):
0. 'CenterEyeAnchor' local (-0.025, 1.739, -0.060) world y 1.540 scale 1
1. 'TrackingSpace' local (0.000, 0.000, 0.000) world y -0.199 scale 1
2. 'OVRRig' local (0.000, 0.000, 0.000) world y -0.199 scale 1
3. 'HeightOffset' local (0.000, -0.199, 0.000) world y -0.199 scale 1
4. '[CameraRig]' local (0.054, 0.000, 0.803) world y 0.000 scale 1
5. 'NavRig' local (0.000, 0.000, 0.000) world y 0.000 scale 1
6. 'WorldScaleAdjust' local (0.000, 0.000, 0.000) world y 0.000 scale 1
7. 'CoreControl' local (0.000, 0.000, 1.500) world y 0.000 scale 1
8. 'SceneAtoms' local (0.000, 0.000, 0.000) world y 0.000 scale 1
navigationRig '[CameraRig]' world y 0.000
PassthroughKey: TRACKED under 'HeightOffset' (world y / height above play-space origin):
'HUDAnchors' world y -0.199 above origin 0.000
'HUDAnchorDown' world y 0.681 above origin 0.880
'HUDAttachPoint' world y 1.186 above origin 1.384
'AnchorParent' world y 1.046 above origin 1.245
'HUDAnchorWorldUI' world y 0.601 above origin 0.800
'OVRRig' world y -0.199 above origin 0.000
'TrackingSpace' world y -0.199 above origin 0.000
'LeftEyeAnchor' world y 1.540 above origin 1.739
'CenterEyeAnchor' world y 1.540 above origin 1.739
'RightEyeAnchor' world y 1.540 above origin 1.739
'TrackerAnchor' world y -0.199 above origin 0.000
'RightHandAnchor' world y 1.277 above origin 1.476
'Hands' world y -0.199 above origin 0.000
'RightHandPhysical' world y -0.199 above origin 0.000
'MaleHand02R' world y -0.199 above origin 0.000
'MotionControlAlternateHands' world y -0.199 above origin 0.000
'MonitorRig' world y 1.401 above origin 1.600
'MonitorHUDAnchor' world y 0.037 above origin 0.236
'MonitorHUDAttach' world y 0.417 above origin 0.615
'CenterEye' world y 1.401 above origin 1.600
'HUDReferenceDown' world y 0.681 above origin 0.880
'Capsule' world y 1.413 above origin 1.612
'Sphere1' world y 1.403 above origin 1.601
'Sphere2' world y 1.403 above origin 1.601
'HeadPossessPoint' world y 1.401 above origin 1.600
'AltHUDAttachPoint' world y 1.331 above origin 1.530
'ThoughtBubble' world y 1.050 above origin 1.249
Scene height offset 0.000, floor match False
It seem NR still running after disabling in the plugin if I'm not mistaken