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Difference between left and right eye render when using HDRP Volumetric Fog in VR

Discussion in 'High Definition Render Pipeline' started by daviddebeule, Nov 25, 2020.

  1. daviddebeule

    daviddebeule

    Joined:
    Oct 2, 2018
    Posts:
    17
    In the steam VR view where you can see the rendering of both eyes separately, it is clearly visible that there is a difference between the left and right eye render.

    When we disable 'volumetric fog' in the HDRP volume, this difference is gone.

    Is there a way to fix this?

    volumetric fog.PNG
     
  2. fabien-unity

    fabien-unity

    Unity Technologies

    Joined:
    Oct 17, 2018
    Posts:
    60
    Can you clarify the issue ?
    Or even better, log a ticket with repro steps ?
     
  3. daviddebeule

    daviddebeule

    Joined:
    Oct 2, 2018
    Posts:
    17
    This is a reproducable scenario:

    Setup:
    - Unity 2020.2.0b12
    - HDRP 10.2.0

    A scene with two elements
    - Steam VR player object (contains the camera)
    - HDRP volume object with volumetric fog

    two screenshots:
    - one with volumetric fog enabled (eyes are different, this is unwanted)
    - one with volumetric fog disabled (eyes are the same, this is what we want but with the volumetric fog enabled)

    FOG ENABLED:

    volumetric fog_enabled.PNG
    FOG DISABLED:
    volumetric fog_disabled.PNG
     
  4. fabien-unity

    fabien-unity

    Unity Technologies

    Joined:
    Oct 17, 2018
    Posts:
    60
    Is this with multipass or single-pass instancing ?
    We'd still need a ticket + repro project to make sure this issue is prioritized properly.
     
  5. daviddebeule

    daviddebeule

    Joined:
    Oct 2, 2018
    Posts:
    17
    single-pass instanced.

    We will make the ticket asap.
    could you send us the link for this?
     
  6. fabien-unity

    fabien-unity

    Unity Technologies

    Joined:
    Oct 17, 2018
    Posts:
    60
  7. daviddebeule

    daviddebeule

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    Oct 2, 2018
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  8. daviddebeule

    daviddebeule

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    Oct 2, 2018
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    @fabien-unity When could we expect some feedback on that ticket?
     
  9. fabien-unity

    fabien-unity

    Unity Technologies

    Joined:
    Oct 17, 2018
    Posts:
    60
    Hi,

    Thanks for the report, I was able to confirm and fix the issue.
    It's going to take some time until the fix is published in the next HDRP version (a few weeks or more).

    Here's a PR with the fix: https://github.com/Unity-Technologies/Graphics/pull/2823 if you want to apply it to a local copy of SRP.

    Cheers,
    Fabien
     
  10. daviddebeule

    daviddebeule

    Joined:
    Oct 2, 2018
    Posts:
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    Thanks a lot for your feedback!
    and the fix of course :)

    looking forward to that new version.
     
  11. hookmanuk

    hookmanuk

    Joined:
    May 28, 2013
    Posts:
    20
    Thanks for the fix, I had the same problem in VR with HDRP using volumetric fog.

    I updated my local file and it fixed the issue fine.
     
    fabien-unity likes this.
  12. DriesVrBase

    DriesVrBase

    Joined:
    Mar 24, 2020
    Posts:
    66
    Still having this issue, how can I resolve?