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Fixed in 2018.1.X
Won't Fix in 2017.2.X
Fixed in 2017.3.X
Votes
20
Found in
2017.2.0f3
Issue ID
959230
Regression
Yes
Realtime Lights in VR do not render properly in Stereo
Steps to reproduce:
1. Download and open the attached project
2. Enter Playmode
Expected result: Light is visible on a plane in both headset eyes
Actual result: Light is only visible in the left eye
Reproduced on 2017.2.0b5, 2017.2.0f3, 2017.3.0b5
Not reproduced on 2017.1.2p1, 2017.2.0a1, 2017.2.0b4
Regression introduced in 2017.2.0b5
Notes:
- Does not reproduce on Oculus, only on HTC Vive
- Does not reproduce in Multi-Pass
- Single-Pass Instanced reproduces the problem fully, Single-Pass normal reproduced the problem to an extent on both eyes
- Moving the light closer to the camera makes the light render, but not fully
Verified FIXED 2018.1.0a6, will be backported to earlier versions
Comments (6)
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JPLee
Oct 25, 2018 14:37
"will be backported to earlier versions"
Which ones ?
I think I'm seeing this in 2017.411f1
mbcauley
Dec 20, 2017 20:53
I'm still experiencing this bug in Unity 2017.2.1f1 using the Windows Mixed Reality toolkit. Would be great to get a bug fix on this soon.
derdimi
Dec 11, 2017 23:14
I'm using normal multi pass rendering and I have strange spot light issues on my HoloLens (for both eyes). Is this somehow related? https://forum.unity.com/threads/hololens-spotlight-horizontal-clipping-issue.507593
FromTheFuture
Oct 26, 2017 23:07
I'm surprised this doesn't have more votes and/or higher priority as the feature is seemingly a big performance gain for VR, but unusable until this issue is addressed. Hoping for a quick resolution.
swirvithan
Oct 26, 2017 19:34
Just discovered this does happen on Oculus in both 2017.2.0f3 in single pass instanced, AND even in 2017.1.1f1 in normal single pass stereo to a much lesser degree.
You have to be pretty far away from the realtime light to see it through. The light should be tiny in your view (light range should be small as well), and you'll see a simliar scissor rect culling line in one eye.
It looks like all that's needed to fix this is removing the scissor rect in the raster state from the forward additive pass in VR. Not sure how big of an optimization it is/why it's needed though.