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Fixed in 2.3.0
Fixed in 2.2.3
Found in [Package]
[XR][Post Processing] Bloom and Vignette Effects are rendered twice for each eye when using Multi Pass Stereo Rendering Mode
How to reproduce:
1. Open case1152584 repro project
2. Open Scenes/SampleScene Scene
3. In the Hierarchy select the PostProcessVolume and Enable Bloom or Vignette effect
4. Enter the Play Mode
Expected result: The effect is being rendered once for each eye
Actual result: The effect is being rendered twice for each eye
Reproducible with: 2019.1.0a11, 2019.1.2f1, 2019.2.0b1, 2019.3.0a2
Not Reproducible with: 2018.3.14f1, 2018.4.0f1
Note1: It seems that the Post-Processing version does not change anything. Tested on 2.1.0 and 2.1.6.
Note2: Could not reproduce on 2019.1.0a1 - 2019.1.0a10 due to compiler errors
Jan 19, 2021 17:09
Below comment refers to issue still present on Quest 2 w/Link. The Rift S is working fine.
Jan 18, 2021 17:46
Vignette still rendering twice in 2019.4.14 with PostProcessing 2.3.0 and 3.0.1.
Nov 20, 2019 20:25
unity_VaYl193jfKW3NQ Wow thanks! You saved my day!
Aug 28, 2019 13:55
Hi, I found a workaround for the VR multi-pass rendering.
I hope this bug will be fixed formally.
Aug 27, 2019 02:08
Any update on how to do this? I just tried to unzip their tgz file on the install of Unity, edit the file, zip the folder back up, send the tgz to some website that converts zip to tgz, and replaced that in my local install. I also edited my local which each time I did that would previously have Unity default back to the installer version. This did not work for me. Any other tips?
Aug 27, 2019 01:34
Hey Strom_Art I been unable to get your fix to work. Any possibility of giving a quick description on how to make this edit? I found the local file but every time I edit it (bloom appears to break when I edit it if Unity is up) and on relaunch, it will come back still broken. Have a lot of emissive objects and a demo on Wed. and hoping to find a solution.
Currently editing the Bloom.shader in my repo\Library\PackageCache\firstname.lastname@example.org\PostProcessing\Shaders\Builtins
Any idea how to access the core shader and edit it so each input doesn't get a new edit?
Aug 21, 2019 16:29
I have reproduced this issue on Unity 2019.2.1f1, using the Postprocessing version [2.1.7], which is dated 2019-06-12.
As there been any progress on this issue? Between this and other postprocessing issues, we've had to disable post processing in our VR project for several months now.
Is postprocessing for vr effectively abandoned for the standard render pipeline? Should we be expecting to migrate to the LWRP for postprocessing support in VR? Any guidance would be appreciated, thank you!
Aug 06, 2019 18:29
I'm still seeing it on the Oculus Quest.
Sadly the _MainTex_TexelSize.xy fix didn't make any difference for me.
Are there any updates on this or has anyone found a workaround?
Jul 25, 2019 11:35
Hi there! We've been having the same issue here with the bloom where it's been split down the middle of each eye. We managed to solve it by going into Bloom.shader manually by changing every instance of this (about 6 lines):
We assume it's 'UnityStereoAdjustedTexelSize' that's causing the offset that messes up the post processing, but that seems to have sorted it out for us and it hasn't broken so far. We're going to try it out on the vignette shader and see if that helps with anything.
Jun 14, 2019 07:55
Any news about this issue?
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Resolution Note (fix version 2.3.0):
Verified fix in,
Revision: trunk 019325219793
Built: Thu, 16 Jan 2020 04:57:18 GMT
Resolution Note (fix version 2.2.3):
Verified fix with
Version 2019.3.0f6 (27ab2135bccf)
Wed, 22 Jan 2020 05:13:15 GMT