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Passthrough relighting (Mixed Reality)

Posted on October 20, 2025 by admin

Passthrough relighting (for mixed reality) 

  • MRUK: Use the Mixed Reality Utility Kit (MRUK) to achieve passthrough relighting.
  • Import the sample package: Import the necessary passthrough relighting sample package into your project to access the required components.
  • Replace OVR: The MRUK component replaces the OVR scene manager and includes an effect mesh component that applies a material to your room models, handling highlights and shadows correctly. 

This video explains how to use passthrough relighting in Quest 3 with Unity:

Mixed reality (MR) passthrough lighting

Quest 3 passthrough applications must solve the complex problem of blending virtual and real-world lighting. This requires using the Meta SDK to create virtual lights and shadows that interact with your actual physical environment. 

1. Enable passthrough relighting

  • Add the OVR components: Begin by setting up passthrough in your scene with the OVR Manager and OVR Passthrough Layer components. You will need to set the Passthrough Support to Supported.
  • Import the Meta XR Interaction SDK: Passthrough relighting capabilities are part of the Meta XR Interaction SDK (MRUK package). Import this into your Unity project to gain access to the necessary components and prefabs.
  • Add the MRUK prefab: Add the MRUK prefab to your scene hierarchy. The MRUK handles the generation of the real-world meshes that your virtual lights and shadows can interact with. 

2. Configure shadows and occlusion

  • Enable occlusion meshes: The Meta SDK generates a virtual mesh of your room. This “scene mesh” is required for shadows and occlusion to work correctly.
  • Cast shadows on the real world: With the scene mesh in place, you can configure your virtual lights to cast shadows onto the real-world environment. This adds depth and realism to your mixed-reality experience.
    • Virtual lights will cast shadows onto the generated scene mesh, and objects marked as casting shadows will appear to block real-world light. 

3. Estimate real-world lighting for reflections

To make virtual objects reflect real-world light, you can leverage the headset’s cameras to generate a real-time reflection probe. 

  • Create a real-time reflection probe: Add a reflection probe to your scene.
  • Map to a cubemap: Map the passthrough camera feed to a cubemap and project this onto the reflection probe. This allows the probe to capture the surrounding real-world lighting environment.
  • Improve PBR material plausibility: When used on physically based rendering (PBR) materials, this technique allows virtual objects to realistically reflect the real-world environment, dramatically improving visual plausibility. 

Realtime Lighting Estimation on Quest 3
This video demonstrates the unlocked potential of Meta Quest 3 Camera Access via the Media Projection API. When mapped to a cubemap and projected onto a real-time reflection probe in Unity, you can finally use the environment to light your PBR materials. This dramatically improves the plausibility of the 3D Model in the environment – especially of course when you are in Mixed Reality. The video shows how this approach allows to adopt to different lighting conditions in “Real Time”.

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