Search Issue Tracker

Active

Votes

22

Found in

2019.1.0a11

2019.1.1f1

2019.2.0a1

2019.3.0a1

Issue ID

1152584

Regression

Yes

[VR]Post Processing Bloom and Vignette Effects are being rendered twice for each eye when using Multi Pass Stereo Rendering Mode

VR

-

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

Comments (4)

  1. 17c42327ea95a3f9dc114ff5cb4770b0?d=mm

    saschka

    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?

    Thanks,
    Saschka

  2. 152fa8536eb298bb1b24e710bff244dc?d=mm

    Strom_Art

    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):

    UnityStereoAdjustedTexelSize(_MainTex_TexelSize).xy

    To:

    _MainTex_TexelSize.xy

    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.

  3. 47abba582b6cd1c501a299cbc7221472?d=mm

    KospY

    Jun 14, 2019 07:55

    Any news about this issue?

  4. Eb942822bbe5420648f248b7a7e5de79?d=mm

    AndyKorth

    May 08, 2019 14:56

    Thanks for taking a look at this. It may also be related to Fogbugz issue 1152243, which affects Ambient Occlusion effect when "Multi-scale volumetric obscurance" is enabled.

    The issue looks a little different- it might not be rendered twice for each eye, it might just have some sort of strange offset. So if it's a different issue, I would understand.

    Thanks again!

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.