Developing Transparency Shaders for AR Helmet Displays in Games
We build optimized shaders for AR helmets that account for the quirks of additive displays. Our experience spans projects for HoloLens 2 and Magic Leap 2, where every hologram must be crisp and blend naturally into the surroundings. Without understanding display physics, shaders produce graphics that either disappear in bright rooms or look like blurry smudges against dark objects.
HoloLens 2 and Magic Leap 2 use additive displays. They don't paint a black background: holograms are overlaid directly onto what the user sees through the glass. This fundamentally changes shader logic. "Transparency" here isn't alpha-blending over a virtual background—it's literal transparency for the real world passing through the lenses.
Why Standard Shaders Don't Work for AR Helmets
On an additive display, a pixel with color (0, 0, 0) is completely transparent. Black literally emits no light. This means dark areas of a hologram don't mask the real world—you see right through them. To create the illusion of an opaque object, the object must be bright enough relative to the surrounding light.
First consequence: Standard Unity shaders with Rendering Mode = Opaque will look semi-transparent because their "dark" parts—shadows, AO, darkened faces—let through the real world. A HoloLens shader must minimize dark areas. Ambient lighting must be significantly higher than physically correct values—in practice, an Environment Lighting Intensity Multiplier from 1.5 to 2.5 depending on the scene.
Second consequence: The alpha channel behaves differently on additive displays. Alpha = 0 gives full transparency (neither the real world nor the hologram is visible—the pixel simply doesn't emit light). But intermediate alpha values are used for smooth fade-in/fade-out of the hologram, not for blending with a background. There is no "background" other than the real world.
How to Create a Transparent Glass Effect in ShaderGraph
The main task in games for AR helmets is to create a transparent glass effect with controlled fogging. For example, a protective shield that partially blocks the view, or a spaceship window.
In ShaderGraph (URP), this is built as follows: the base color of the object is mixed with a Fresnel Effect to emphasize edges (glass reflects more at glancing angles). The central area is near-zero Alpha, edges have higher Alpha via Smoothstep. The effect is noticeable against dark objects behind the glass, but nearly invisible against bright ones—because an additive display cannot darken the real world.
For a "fogged glass" effect, we use Procedural Noise as a mask—it breaks the uniformity of transparency and creates an organic look. However, we cannot use dark values in the noise mask for "fogging": dark areas simply become transparent. Fogging on an additive display is done with a light color on top, not dark.
A separate shader handles the object outline. Standard outline via Stencil or Normal Extrusion doesn't work well on additive displays because a dark outline is invisible. We need a glowing outline: Emission on contour pixels with intensity 2–4, and a warm or saturated color (blue, green work better than red due to the additive display's spectrum).
Working with MRTK and Mixed Reality Toolkit
For HoloLens development, we use MRTK (Mixed Reality Toolkit). According to official Microsoft documentation, there is a ready MRTKStandardShader optimized for additive displays—it accounts for platform limitations and works significantly better than the standard URP Lit shader. But its capabilities are limited, and custom effects require custom shaders built with the same principles.
Magic Leap 2 uses a different SDK—Magic Leap Unity SDK—but the display physics are the same: additive, only brighter. Shaders written for HoloLens mostly port directly, but ambient intensity thresholds need adjustment due to different display brightness. This saves up to 40% debugging time compared to developing from scratch.
Case Study: Cockpit Interface with Transparent Screens (from our practice)
In an AR flight deck simulator, we needed to implement instrument panels visible above the real pilot seat. The screens had to look like glass—with visibility of the real equipment behind them.
Problem: The emissive interface elements (scales, numbers) were bright and readable. But the screen "backplate"—a dark gray rectangle—was nearly invisible (additive displays don't show dark colors). The interface hung "in the air" without a frame that would give the feel of a physical screen.
Solution: We replaced the dark backplate with a faintly glowing one (Emission 0.15, warm gray). This added enough light to make the screen boundary visible, but not so bright as to occlude the real world. Additionally, we added Fresnel on the screen edges with intensity 0.3 to emphasize the shape.
| Shader Type |
Complexity |
Estimated Timeline |
Customization of MRTKStandardShader |
Medium |
2–5 days |
| Transparent glass shader (ShaderGraph) |
Medium |
3–7 days |
| Advanced effect (fogging, dynamic opacity) |
High |
1–3 weeks |
| Porting shaders between platforms |
Depends on set |
1–2 weeks |
Shader Development Process for AR
-
Platform and requirements analysis — identify target device (HoloLens 2, Magic Leap 2, etc.), performance and visual requirements.
-
Shader design — choose approach: customize MRTKStandardShader or build a custom shader in ShaderGraph/HLSL.
-
Implementation — write the shader, configure parameters (ambient, emission, alpha).
-
On-device testing — verify under real lighting conditions, optimize draw calls and fill rate.
-
Deployment and support — deliver source code, documentation, train the team.
What's Included
| Stage |
Deliverable |
| Shader source code |
.shader or .shadergraph with comments |
| Material configuration |
Unity Material with tuned parameters |
| Documentation |
Description of principles and setup instructions |
| Support |
Consultations for one month after delivery |
Common Mistakes in AR Shader Development
- Using dark colors for fogging — they become transparent on additive displays.
- Ignoring Fresnel Effect — glass looks flat without it.
- Applying standard Outline without emission — outline invisible.
- Testing only in one lighting condition — shader may work only in darkness.
Timeline and Cost
The cost of shader development varies by complexity. We calculate the exact amount after analyzing your project — contact us for an estimate. We guarantee correct operation on all supported devices and provide source code. Our experience: over 10 years in game dev and AR, more than 50 delivered projects. Get a consultation right now.
VR and AR Development
When we first launch a project in a VR headset, most teams face the same thing: technically everything works, but in the headset either motion sickness occurs, or hands 'float' with a delay, or the scene looks jerky at the periphery. These are not bugs in the usual sense — they are a consequence of the fact that VR/AR development requires a different approach to render architecture, interaction, and UX from the very beginning of the project. Our experience: over 7 years in game dev, 15+ completed VR/AR projects for Meta Quest, SteamVR, PSVR2, HoloLens. We work with teams that need not just a prototype but a production‑ready application with a stable frame rate.
Platforms and SDKs
We work with all relevant stacks. We use OpenXR as the base layer wherever possible — it provides cross‑platform compatibility between Meta, Valve Index, HP Reverb and other PC VR devices. On top of OpenXR, we build on the XR Interaction Toolkit (Unity) or VR Expansion Plugin (Unreal). Contact us for a stack assessment tailored to your project.
| Platform |
SDK / Framework |
| Meta Quest 2/3/Pro |
Meta XR SDK, OpenXR |
| PC VR (SteamVR) |
SteamVR Plugin, OpenXR |
| PlayStation VR2 |
Sony PSVR2 SDK |
| HoloLens 2 |
Mixed Reality Toolkit (MRTK) |
| ARKit (iOS) |
AR Foundation + ARKit XR Plugin |
| ARCore (Android) |
AR Foundation + ARCore XR Plugin |
| WebXR |
Unity WebXR Export |
How to minimize motion sickness in VR locomotion?
Locomotion — the main source of motion sickness for inexperienced VR users. According to research, about 70% of users experience discomfort with improper movement settings Oculus Developer Guidelines. Teleportation — standard navigation method when smooth movement is undesirable.
Components from XR Interaction Toolkit: TeleportationArea, TeleportationAnchor, TeleportationProvider. Basic implementation works out of the box, but for production we refine it in four steps:
- Setting up
XRRayInteractor with a curved ray (Bend Ray) — the teleportation arc looks more natural than a straight ray and is perceived better by users.
- Adding a valid landing zone — a visual indicator changes color when hovering over an obstacle (red/green).
- Implementing fade transition — smooth screen fade (black fade) before teleportation reduces disorientation.
- Rotation snapping — after teleportation we offer snap rotation by 45° or 90° instead of smooth, reducing motion sickness risk.
For projects requiring smooth locomotion (action games, simulators), we use comfort settings: vignetting during movement, reducing FOV during acceleration. Settings are available to the user in the menu — different people have different sensitivity thresholds. The difference between kinematic and physics‑based movement: kinematic gives instant hand following but lets objects pass through walls; physics‑based via Joint provides realistic collisions but requires velocity damping and max joint force tuning. We choose based on the type of interaction.
How to make object grabbing in VR physically realistic?
This is the most underestimated part of VR development. Clients often perceive it as 'just hand animation', but in practice it is a complex system where physical correctness, responsiveness, and comfort conflict.
Grab (grabbing)
XR Interaction Toolkit provides three types of Interactable for grabbing:
-
XRGrabInteractable — standard grab, object follows controller via physics joint or direct position/rotation
-
XRSimpleInteractable — for objects without physical movement (buttons, levers)
- Custom Interactable by inheriting from
XRBaseInteractable
Attach Transform — a frequently ignored detail. Each Interactable must have a properly configured Attach Transform (the point where the hand 'attaches'). Without it, the pistol grip will be at the center of the mesh, not where it is held.
For weapons and tools with two‑handed grab — a separate TwoHandGrab system: leading hand determines position, the second — orientation. XR Interaction Toolkit supports this via XRTwoHandGrabInteractable or custom logic with two Attach Points.
Throw (throwing)
Velocity smoothing is critical for realistic throwing because the Rigidbody.velocity at the moment of controller release reflects instantaneous speed, often incorrect due to tracking discretization. The user makes a quick wrist movement — but the object flies half as fast.
Solution: velocity smoothing over the last N frames (typically 5–10 frames, ~80–160 ms at 60 Hz) before release. XR Interaction Toolkit does this via VelocityEstimator. Additionally, we apply a velocity scaling multiplier — a small speed increase (1.2–1.5×) makes throws subjectively more satisfying. Angular velocity (for objects that should spin in flight) is also averaged similarly.
AR: Plane Tracking and Environment Interaction
AR adds a different class of problems — working with real, unpredictable environment. AR Foundation — a cross‑platform layer on top of ARKit and ARCore. Most basic features (plane detection, raycasting, image tracking, face tracking) are available through a unified API.
Plane Detection
ARPlaneManager detects horizontal and vertical planes. Practical nuances:
- Initialization takes time — the user must look around the room while the system builds a map. An explicit onboarding with instruction 'slowly move the camera across surfaces' is needed.
- Planes are unstable — their boundaries and position are updated as data accumulates. Objects placed on a plane need to be attached via parent to ARPlane, not to world coordinates.
- Plane merging — two detected floor segments may merge into one, moving the anchor. For critical anchors, use
ARAnchor instead of direct attachment to the plane.
Image tracking (via ARTrackedImageManager) quality directly depends on the quality of reference images. Images with high detail frequency and contrasting edges (like a QR code but stylish) track more reliably than smooth logos. ARCore Geospatial API — for outdoor AR with real‑world coordinate binding (accuracy up to 10 cm in well‑mapped areas).
Optimization for VR: Frame Rate and Comfort
VR requires stable high frame rate. About 60% of development time in mobile VR goes to optimization, not functionality — retrofit costs twice as much as proper architecture from the first sprint.
| Device |
Target Hz |
Critical threshold |
| Meta Quest 2 |
72 / 90 Hz |
< 72 Hz — noticeable |
| Meta Quest 3 |
90 / 120 Hz |
< 90 Hz — noticeable |
| Valve Index |
90 / 120 / 144 Hz |
< 90 Hz — noticeable |
| PSVR2 |
90 / 120 Hz |
< 90 Hz — noticeable |
Single Pass Instanced Rendering
The main render optimization in VR. Without it, the scene is rendered twice (once per eye), doubling draw calls. Single Pass Instanced renders both eyes in one pass via instancing: geometry is processed once, the shader gets two view/projection matrices through GPU instancing. Enabled in Unity via XR Plug-in Management > Rendering Mode: Single Pass Instanced. Important: custom shaders must support SPI — standard URP/HDRP shaders support it, custom HLSL requires modifications (UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX and related macros). Applying this technique reduces draw calls by 40–50%, making it twice as efficient as naive double rendering.
Foveated Rendering
On Meta Quest, Fixed Foveated Rendering (FFR) is available — reducing resolution at the periphery where visual acuity is lower. Configured via OVRManager or Meta XR SDK:
OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;
OVRManager.useDynamicFixedFoveatedRendering = true;
Dynamic FFR automatically increases the level when frame rate drops — more convenient than fixed in scenes with variable load.
IPD and Comfort Settings
IPD (Inter‑Pupillary Distance) — affects depth perception. At the programmable level on most devices, only reading IPD is available (OVRPlugin.GetSystemDisplayFrequency), physical adjustment is on the headset. For applications requiring precise positioning (medical simulators, training), we account for IPD in scene scale calculations.
Haptics
Haptic feedback — an underestimated tool. Even a simple vibration response when grabbing an object or hitting significantly increases the sense of presence. On average, integrating haptic patterns takes 30–80 hours per project.
XR Haptics via OpenXR:
var hapticImpulse = new UnityEngine.XR.HapticCapabilities();
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
device.SendHapticImpulse(0, amplitude: 0.5f, duration: 0.1f);
For complex patterns (tactile 'texture' of a surface when touched, increasing vibration when drawing a bowstring) we use Meta Haptics Studio — allows designing haptic clips visually. This can reduce time spent on manual haptic tuning by about 30%.
What does VR/AR application development include?
When ordering a turnkey project, we provide the following deliverables:
- Architectural document with stack description, render logic, and interaction system
- Working prototype (MVP) for testing on target device
- Integration of necessary SDKs (Meta XR, OpenXR, AR Foundation, etc.)
- Optimization for target frequencies 72/90/120 Hz with draw call and FPS profiling
- Testing on physical hardware (Quest, SteamVR, HoloLens) with user involvement
- Full documentation for build, deployment, and support
- Training for the client's team (workshop on XR Toolkit)
- Warranty support for 1 month after delivery
What affects cost and timeline?
VR/AR projects are more expensive than regular games of similar scope. Iterations are slower — each fix must be tested in the headset, an emulator does not convey the real experience. Motion sickness forces reworking some conceptual decisions after the first playtest. Optimization takes a significant portion of time — for mobile VR (Quest) up to 60–70% of the cycle. For Quest projects, we start optimization from the first sprint. The cost of basic SDK integration (XR Interaction Toolkit) varies depending on the scope of custom Interactable. Typical budgets for a full Quest project range from $25,000 to $80,000 depending on complexity, number of custom interactions, and depth of optimization. Proper architectural planning from sprint one typically saves 40% on later rework compared to fixing performance bottlenecks retroactively.
Get a consultation on your project — we will assess the task, stack, and timelines. Order turnkey VR/AR application development with a guaranteed stable frame rate.