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Works amazingly well - new level of immersion, unlocked! Now to create local environment lighting subscenes to drop-in replace in-scene lighting, and boom!
This made my quest 3 ten times better. A detail question thou? Is it possible to remove the green (or whatever background color) line that appears around characters and objects? Maybe I missed where there is info about this or do I just suck with the settings?
Good for performance. Even though it's only a few less polygons to render for the skybox cube.
It's probably a tiny difference - within margin of error if benchmarked.
I like that it does not need an 'Update'-function.
It's not needed. The color is used anyway in VAMs/Unitys code.
Nice to have zero extra work for executing a script every frame.
This will help greatly for VR pass through support, all coloured (eg bright green) areas can be replaced with camera pass through on Quest 2/Quest Pro etc. Great work.
The VR pass through use case is something I did not even think off. While I cannot test this myself without VR hardware I will add some tags and documentation to the Overview- and Discussion- pages to document and help user find the necessary info.
It's probably a tiny difference - within margin of error if benchmarked.
I like that it does not need an 'Update'-function.
It's not needed. The color is used anyway in VAMs/Unitys code.
Nice to have zero extra work for executing a script every frame.