So this is a bit different from your standard posts on this fabulous website but I really wanted to share something I have been working on with a community that has taught me so much over the past few years.
Now while not strickly about pure VFX, this breakdown is about a hard to achieve process that enabled our vfx to really come to life on the Oculus Quest 2 platform. It also features some neat shader and buffer tricks with, hopefully, a good explanation of how it all works.
So here is a link to my first ever blog about rendering bloom on the Oculus Quest 2.
Hope you take something away from it and please feel free to challenge it or ask more questions in the comments.