Search Issue Tracker
Fixed in 2018.2
RenderTexture.ConvertToEquirect converts the render texture to the opposite side
How to reproduce:
1. Open attached Unity project "ConvertToEquirect"
2. Load scene "main"
3. Enter the play mode
Expected result: The left eye occupies the top half and the right eye occupies the bottom (https://docs.unity3d.com/2018.1/Documentation/ScriptReference/RenderTexture.ConvertToEquirect.html).
Actual result: The right eye occupies the top half and the left eye occupies the bottom.
Reproducible with: 2018.2.0a1, 2018.1.0b8, 2018.1.0a7.
Note: Can't reproduce on the older versions because this is a new feature on 2018 version.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- HDR values are not taken into account when using baked gradient environment
- [Asset Importer] Custom framerate error should only be logged when frame rate is used
- 'NullReferenceException' is thrown when selecting multiple Particle Systems with Texture Sheet Animation module expanded
- Particle System with Texture Sheet Animation has a different playback speed from an Animation clip when using "FPS" Time Mode
- [PLM] Baked contribution from high intensity HDRIs is not handled properly in linear color space