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Single Pass Stereo for VR #2
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I will have to look into it. Probably just need to multiply them with the appropriate matrix. |
I know exactly the problem, as encountered this while working on SEGI. |
I need to see also how to integrate 'UnityStereoTransformScreenSpaceTex ' into the compute shader. The post-processing stack does it but not sure how. I got multi-pass stereo rendering implemented, but am having trouble with the single pass one. |
I got the temporal filtering working for multi-pass rendering but still no luck for single-pass rendering. I don't think single-pass rendering even supports deferred rendering. |
It does, if not a little finiky. Nigiri works in single pass deferred. |
I should stop derping around and fix this asset. I could prob do it justice now with what I've learnt since. |
I couldn't get Deferred to work in VR with single-pass stereo and the default unity rendering. Even without post-processing on the latest version. URP doesn't have deferred yet, so that leaves HDRP. |
I've not done anything with the SRP's yet. So little clue what works with them. I should have some time soon to have another look at this. |
Thanks for a great asset.
I have started making it compatible with SPS for VR compatability.
It works mostly by adding
UnityStereoTransformScreenSpaceTex(.i.uv);
To some parts in stochasticSSR.shader but the view normal and reflection direction is still wrong.
Any ideas?
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