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Hi @JDeConinck_PresenZ, The current d3d12 native plugin interface only provides access to our internal ID3D12CommandQueue. What you really need...
Hi @fortgreeneVR, Thanks for the feedback. Single-pass is not currently supported with DX12.
Hi @Jmschrack! Thanks for the feedback! I want to make sure I understand your request regarding setting a shader param on the render thread. If...
Hi @Jmschrack! You can not enable single-pass stereo rendering via SRP unless XR is enabled in the player settings. We have considered allowing...
Hi @Jmschrack! Unfortunately, you can not change the FOV.
Hi @Jonathan_L, You should be able to use the builtin scalar value unity_StereoEyeIndex to detect which eye is currently being rendered. If the...
Hi @dakuru, The problem is that you are invoking your command buffer "BeforeImageEffects". However, the shadow map is generated very early on in...
Hi @JoeStrout! Yes. MutiView and Multi-Pass are two very different animals. Multiview is a tiger and multipass is a tortoise. Multiview is much...
Hi @JoeStrout! It is not all for naught. =) Multiview and Single-Pass Instancing are two similar but different stereo rendering methods. At...
Hi @JoeStrout! That error means you are trying to use the single-pass instancing stereo rendering mode, however, your GPU doesn't support the...
Camera.SetStereoProjectionMatrix() will only work when using multi-pass rendering. If multi-pass is not used for the stereo rendering mode, set...
Hi @RJCastro! You should consider using the built-in occlusion shader which is called "VR/SpatialMapping/Occlusion". To use it, create a new...
Unfortunately, there is not ubiquitous hardware support for multi-view due to gpu driver issues. To mitigate this we are implementing single-pass...
We synchronize the CPU and the GPU each time we begin a new frame to be rendered. "XR.WaitForGPU" is intended to inform you that CPU/GPU...
Hi @jjxtra, Is it possible for you to post your shader? Thanks!
Hi @Thrawn75, The Graphics.Blit() issue is now fixed in 2018.2.
Very exciting! I am looking forward to attending!
Hi @Xyy_1209, The physical camera is not the same thing as the HoloLens itself. The in-game main camera will automatically inherit the HoloLens'...
Hi @arybak89, Another option you could consider is using the camera on the HoloLens to take a picture of the real world and then render that to a...
Hi @serberusno1, The main problem that you can run into when using the single-pass stereo mode is shader compatibility. If you use a shader that...