Thanks, that log helps. Two things are still changing the image after PassthroughKey:
- VamDlssNr (NR) is still active on the VR camera and runs after PassthroughKey’s last pass. Turning it off in its menu apparently doesn’t remove it. Disable the plugin itself and restart VaM.
- ClearUpscale renders the character and background with its own cameras and builds the final image, which replaces the key background. Turn that off too.
With both off, the background should key.
Advanced > Test pattern: the bottom row should be see-through.
Making PassthroughKey work together with DLSS / NR upscalers is on my list.
Thanks, removed the plugin . It' still doesn't work with the correct settings (As far as I can tell). Test pattern bottom row shows a grayscale and no see through. Here's the new log, key pass seems to be correctly at the end of the chain now though:
FPSLimiter initialized with Unity target FPS and VR frame pacing enabled.
PassthroughKey: hair & cloth capsule floor added at the real floor.
PassthroughKey: floor shadows on (no PT main light - straight down, floor y 0.00)
PassthroughKey: body floor collider on layer 12 'Tongue' - collides with 6/8 body collider layers.
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
'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
2. UnityEngine.Camera
3. MeshVR.PerfMonCamera
4. MK.Glow.MKGlow (disabled)
5. Leap.Unity.LeapXRServiceProvider (disabled)
6. LeapMotionProviderSwitcher
7. PassthroughKeyOpaquePass
8. PassthroughKeyPass
PassthroughKey: RIG CHAIN (head camera up to the root; local pos / world y):
0. 'CenterEyeAnchor' local (-0.075, 1.795, -0.094) world y 1.619 scale 1
1. 'TrackingSpace' local (0.000, 0.000, 0.000) world y -0.176 scale 1
2. 'OVRRig' local (0.000, 0.000, 0.000) world y -0.176 scale 1
3. 'HeightOffset' local (0.000, -0.176, 0.000) world y -0.176 scale 1
4. '[CameraRig]' local (0.000, 0.000, 0.000) 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 'TrackingSpace' (world y / height above play-space origin):
'LeftEyeAnchor' world y 1.618 above origin 1.794
'CenterEyeAnchor' world y 1.619 above origin 1.795
'CenterEye' world y 1.619 above origin 1.795
'HUDReferenceDown' world y 1.209 above origin 1.385
'Capsule' world y 1.615 above origin 1.791
'Sphere1' world y 1.621 above origin 1.797
'Sphere2' world y 1.617 above origin 1.793
'HeadPossessPoint' world y 1.619 above origin 1.795
'AltHUDAttachPoint' world y 1.634 above origin 1.811
'ThoughtBubble' world y 1.760 above origin 1.936
'ClearUpscale_BgCamera' world y 1.619 above origin 1.795
'ClearUpscale_CharCamera' world y 1.619 above origin 1.795
'RightEyeAnchor' world y 1.621 above origin 1.797
'TrackerAnchor' world y -0.176 above origin 0.000
'RightHandAnchor' world y 1.232 above origin 1.408
'RightHandPossessPoint' world y 1.193 above origin 1.369
'RightHand' world y 1.232 above origin 1.408
Scene height offset 0.000, floor match False