Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
5.2.1
Issue ID
1106240
Regression
Yes
[VR][LWRP]Depth of field effect calculated from both eyes is applied to each eye
Steps to reproduce:
1. Download and open the attached project
2. Enter playmode
Expected result: depth of field is applied per eye
Actual result: each eye recieves a depth of field overlay from both eyes(split down the middle)
Reproduced on 2019.1.0a11 LWRP 5.2.1 PostFX 2.1.1
Not reproduced on LWRP 5.1.0* or when LWRP is disabled
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
Depth of field is not used in VR due to it forcing the user to focus in an area and in stereo rendering this can often make users feel sick, also it requires eye tracking to be fully effective so for not it is recommended not to use DOF in VR.