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Fixed in 5.4.0



Found in


Issue ID




[VR] Height Map not shown when Shadows + Realtime GI + Forward Rendering path



Repro steps:
1) Open the project and FirstPerson scene in it
2) Selec OVRPlayerController->OVRCameraRig->TrackingSpace->CenterEyeAnchor, which has a Camera component
3) Play the scene on Oculus attached and walk to the wooden cube on the left
4) Notice the lines, that should be with depth via HeightMap
5) Change Camera component's Rendering Path to deferred
6) Notice the depth is now shown properly

N.B. Instead of changing rendering path, you can disable shadows in the Quality settings or check Baked GI in Lighting window. REPRODUCES ONLY if rendering path is Forward, Baked GI is negative and Shadows are enabled

Workaround: Change any variable mention above

Reproducable on: 5.4.0b1; 5.3.1p2; 5.2.3p3

Comments (2)

  1. 6eb3de3510c8c116d50c4dc809a7fe86?d=mm


    May 18, 2016 20:23

    Just a quick update that this is still reproducible on 5.4.0b17.

    Anecdotally, I was trying another VR experience in Vive this week, developed in Unity and available on Steam. The dungeon floor and walls were obviously HeightMapped, and the perspective correctly changed based on camera position. But they were NOT being rendered correctly in stereo. It gave those surfaces a very "swimmy" and shimmering quality. The end effect was very poor (and frankly, it reflects poorly on the engine). I wonder if the developer knew that setting shadows on any of his lights is what caused this problem?

  2. 6eb3de3510c8c116d50c4dc809a7fe86?d=mm


    May 11, 2016 19:56

    With HTC Vive, using the SteamVR Camera Rig, this issue also occurs: Height map does not appear in stereo if Shadows are enabled.
    Rendering Path doesn't matter.
    Baked lighting setting doesn't matter.
    The only workaround is to turn off shadows.

    Reproducable on 5.4.0b16

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