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LWRP for VR forced depth pass question

Discussion in '2019.1 Beta' started by fortgreeneVR, Nov 14, 2018.

  1. fortgreeneVR


    Sep 5, 2018
    I noticed that the LWRP for VR forces a depth pass because of problems resolving multi sample textures in stereo.

    Could you explain what the problem is?
    Do you have an ETA for a fix?

    Is it reasonable to alter the current workaround for those choosing not to use MSAA like this
    (type in bold face is the change):

    ....\Library\PackageCache\com.unity.render-pipelines.lightweight@5.0.0-preview\Runtime\DefaultRendererSetup.cs, line 113:

    requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled && (renderingData.cameraData.msaaSamples > 1);