Search Issue Tracker
Duplicate
Votes
0
Found in
5.4.0f2
Issue ID
817492
Regression
No
[SinglePassStereo] TargetEye + deferred rendering causes right eye distortion
[SinglePassStereo] TargetEye + deferred rendering causes right eye distortion
2. How we can reproduce it using the example you attached
1) Download attached project
2) Enable Virtual Reality Support
3) Set up the Split Stereo Display (non head-mounted) 'SDK'
4) Enabled single pass stereo
5) enable the Deferred rendering path
6) Enter Playmode
7) Observe the right eye distort the cube
Expected outcome:
Left eye shows a cube and a blue backgound, right eye shows a cube and a red background.
Notes:
This repros with the CV1 and Oculus SDK as well as with the Vive and the openVR sdk.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Add comment