Author Topic: Single Pass Stereo rendering disables 3D in VR  (Read 723 times)

Kronnect

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Re: Single Pass Stereo rendering disables 3D in VR
« Reply #15 on: January 21, 2019, 02:23:12 PM »
I'd also appreciate if you can send me some repro scene to ensure there's no specifics I've missed. Thanks.

I assume it works fine using Multi-Pass ?

sumalab

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Re: Single Pass Stereo rendering disables 3D in VR
« Reply #16 on: January 21, 2019, 03:32:50 PM »
I tried to take the screenshoots but the images look fine.
I think it's that both eyes are rendering the same image.
Tell me if I could send you something more helpful

Kronnect

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Re: Single Pass Stereo rendering disables 3D in VR
« Reply #17 on: January 21, 2019, 03:47:37 PM »
Correct. By commenting out the UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX macro on the Oculus Go, basically the renderer is using the same image on each eye, losing depth effect. Removing the comments, it should reenable the per-eye textures - however it introduced some issues with some of the effects due to the _CameraDepthTexture not being rendered correctly in Single Pass. That's why the macro is disabled for now.

When enabling this macro on Unity 2018.3.0f2 I have not noticed the same issues as before. I tested this on the demo World included in the asset with Unity 2018.3.0f2 - which version are you using btw? I'll retest tomorrow and release a beta update.

Kronnect

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Re: Single Pass Stereo rendering disables 3D in VR
« Reply #18 on: January 22, 2019, 02:00:08 AM »
I've sent you the test package by pm.