Search Issue Tracker
Won't Fix
Votes
2
Found in
2017.4
2019.3.0f6
2020.1
Issue ID
1217587
Regression
No
[XR] Both eyes have different lighting when Deferred rendering is used with Single-Pass Instanced
How to reproduce:
1. Open attached project ("VRBugs.zip")
2. Open SampleScene scene
3. Enter Play mode
Expected result: Both eyes are rendered equally
Actual result: Both eyes have different lighting
Reproducible with: 2017.4.37f1, 2018.4.17f1, 2019.3.3f1, 2020.1.0a24
Note:
- Tested with Oculus Rift
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note:
Single Pass Stereo Instancing in the Legacy Render Pipeline when using Deferred Rendering is not supported.
https://docs.unity3d.com/Manual/SinglePassInstancing.html