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Won't Fix
Votes
4
Found in
5.6.0f3
Issue ID
914148
Regression
No
[VR]Command buffers placed at "AfterDepthTexture" get stretched over viewport when Forward rendering + Single Pass Stereo used
Steps to reproduce:
1. Download and open the attached project
2. Make sure VR or Split Stereo Display is enabled
2. Enter Play mode
Expected result: command buffer texture is placed correctly for each eye
Actual result: left eye texture is stretched over the whole viewport
Reproduced on 5.4.5f1, 5.5.3p2, 5.6.1p1, 2017.1.0b6
Comments (3)
-
equalsequals
May 07, 2018 15:59
If you are in 2017.1+, this issue is probably irrelevant. You can use RenderTextureDescriptor.vrUsage to ensure two eyes.
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equalsequals
Jun 13, 2017 15:22
For a work-around, if you leverage CameraEvent.BeforeForwardOpaque it does correctly render in stereo, at least in 5.6.0. But it appears to be broken at the After Depth and Depth+Normals Events.
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equalsequals
Jun 13, 2017 02:13
I am running into this as well. My question on Answers is here: http://answers.unity3d.com/questions/1310766/commandbufferdrawrenderer-in-singlepass-stereo-uni.html?childToView=1364803#answer-1364803
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