Post-Processing Stack with the Looking Glass

Post-Processing Stack with the Looking Glass

As a Unity developer, I like to use the post-processing stack quite a bit. Color grading, adding bloom, adding depth of field - all of these post-processing effects can add texture and feeling to your game or interactive experience to edge it closer to exactly what you aimed to express through its creation. And it works the same in the Looking Glass when developing holographic content in Unity.

The HoloPlay Plugin for Unity already provides an easy way to implement Depth of Field (DOF), allowing you to focus on and soften/blur other objects. So if you want to go a bit further, you can import the post-processing stack that Unity offers and add some stylistic flavor to your scene.

To illustrate how easy this process is, I made a unity quick scene by importing a couple of objects of azure Kinect footage I processed through Depthkit and downloading a TV (I love old school TVs) from this artist on Sketchfab.

Then, import the stack to your project exactly how you normally would in Unity. In this example, I’ve attached the post-processing volume to the Holoplay Capture prefab and added the overrides I plan to work with into the scene: color grading, bloom, and grain. I recommend you use our custom DOF script included in the plugin instead of the Depth Of Field effect that’s included in the stack. And I also recommend against using chromatic aberration, vignette, and lens distortion as, in my experience, those effects don’t work very well with the Holoplay Capture camera.

And that’s it, just play around and see what kind of vibe you arrive at.

If you have any questions or need any support, email me at missy@lookingglassfactory.com! And submit whatever you make to our MadeWith site. I’m excited to see what you create in the Looking Glass with the post-processing stack.

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