Rendering Techniques sample overview
Updated: May 11, 2026
This sample demonstrates five advanced rendering techniques optimized for Meta Quest: cascaded shadows, color grading with LUTs, distance field baked shadows, stereoscopic portals, and text rendering with progressive filtering. Each technique is implemented in a dedicated map with interactive elements. This sample requires the Oculus fork of Unreal Engine 5.6 and includes a custom Portals plugin.
- Configure cascaded shadow maps with four cascades and PCF 2x2 filtering for mobile VR
- Apply five LUT-based color grading looks using post-process volumes
- Encode baked shadows into 8-bit distance fields for sharp shadows at all viewing distances
- Render stereoscopic portals using cubemap and per-eye render target approaches
- Optimize text rendering with five texture groups and progressive filtering
- Meta Quest 2, Quest 3, or Quest 3S
- Oculus fork of Unreal Engine 5.6
Clone or download the sample from the GitHub repository. This sample requires the Oculus fork of Unreal Engine 5.6, not the standard Epic release. Open the project in the Oculus fork of Unreal Engine 5.6. Build and deploy to your Meta Quest device. Each rendering technique is in a separate map — open them individually from the editor or use the in-app menu to navigate between techniques.
| File / Scene | What it demonstrates | Key concepts |
|---|
CascadedShadows (map) | Four-cascade shadow maps with movable directional light | Cascade distances, PCF 2x2 filtering |
ColorGradeMap (map) | Five LUT-based color grading looks | Post-process LUT textures, look switching |
DistanceFieldBakedShadows (map) | 8-bit encoded baked shadows | Distance field encoding, resolution-independent shadows |
PortalsMap (map) | Stereoscopic portals with cubemap and stereo render targets | APortalCaptureActor, per-eye projection |
TextRendering (map) | Five texture groups with progressive filtering | Text clarity, mip mapping, texture groups |
Portals plugin | Custom plugin for portal rendering | Cubemap capture, stereo render target pipeline |
Each map runs independently and demonstrates its technique in an interactive environment:
- CascadedShadows renders a scene with a movable directional light casting shadows through four cascades. The cascades are tuned for VR viewing distances with PCF 2x2 soft filtering.
- ColorGradeMap provides a selector to switch between five pre-authored LUT looks that apply color grading to the entire scene via post-process volumes.
- DistanceFieldBakedShadows uses 8-bit encoded distance fields to produce sharp baked shadows that remain crisp regardless of viewing distance, unlike traditional lightmaps.
- PortalsMap renders portals using two approaches: cubemap capture (single capture, view-dependent sampling) and stereo render targets (per-eye capture via
APortalCaptureActor for correct stereoscopic parallax). - TextRendering displays text using five different texture groups with progressive filtering settings, demonstrating how mip mapping and texture filtering affect text readability in VR.
Cascaded shadow maps for VR
The CascadedShadows map configures four shadow cascades optimized for VR viewing distances:
Cascade 0: Near (0–2m) → Highest resolution
Cascade 1: Mid (2–5m) → Medium resolution
Cascade 2: Far (5–15m) → Lower resolution
Cascade 3: Distant (15m+) → Lowest resolution
Filter: PCF 2x2 (Percentage Closer Filtering)
Light Mobility: Movable (dynamic shadows)
Distance field baked shadows
Traditional lightmap shadows become blurry at close range. This technique encodes shadow boundaries as 8-bit distance fields:
Encoding: Shadow distance stored in 8-bit texture channel
Result: Sharp shadow edges at all viewing distances
Cost: Same texture memory as standard lightmaps
The Portals plugin implements two portal rendering approaches:
- Cubemap: Single capture point, sampled based on view direction. Lower cost but lacks stereo parallax.
- Stereo render target:
APortalCaptureActor renders a separate view per eye with correct inter-pupillary distance, providing accurate stereoscopic depth through the portal.
- Combine cascaded shadows with distance field baked shadows for indoor/outdoor transitions.
- Create custom LUT textures matched to your project’s art style.
- Use the Portals plugin to implement teleportation previews or security camera views.
- Adapt the text rendering technique for UI elements that need to be readable at varying distances.