Search Issue Tracker

Won't Fix



Found in


Issue ID




[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

  1. Response avatar

    Resolution Note:

    XR Management has evaluated this issue and determined that it does not meet our current bug severity threshold. If you would like your issue to be reviewed again, please re-submit your bug.

Comments (3)

  1. 34eb0f4029c1f4a78fbb0072721607d3?d=mm


    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.

  2. 34eb0f4029c1f4a78fbb0072721607d3?d=mm


    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.

  3. 34eb0f4029c1f4a78fbb0072721607d3?d=mm


    Jun 13, 2017 02:13

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.