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Relief Terrain Pack lacks parallax effect with native VR

Discussion in 'AR/VR (XR) Discussion' started by Michael-Schenck, Jul 29, 2015.

  1. Michael-Schenck

    Michael-Schenck

    Joined:
    Sep 23, 2011
    Posts:
    49
    I have been working with RTP in my game Lost Loot for a while. I recently switched to the latest Oculus 0.6.0.1 runtime and am now working with the native Unity VR support in 5.1.2. Unfortunately with that switch the parallax mapping in the Relief Terrain Pack shaders is now being only calculated once based on the single camera in the native setup or maybe twice but using that camera's position. The previous Oculus integration had two cameras which caused the parallax effect to be rendering properly which looks very nice in VR. Is there any way to get this working again? Internally there are two cameras but how does RTP interact with these to do parallax? Any help would be much appreciated.
     
  2. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    We are seeing this too... Tom had some info that seems to be similar (UBER shaders). We also see the same with standard parallax. Hopefully Unity fixes it soon, irs amazing when it works!

    "POM effects will not wobble and can provide even better resolution over tessellation, but currently they are broken for integrated VR in Unity. We're still waiting for Unity fix on this (shader need to hae correct camera position available - separately for left and right eye, now it's constant...)"

    http://forum.unity3d.com/threads/uber-standard-shader-ultra.335493/page-6#post-2232029
     
  3. Michael-Schenck

    Michael-Schenck

    Joined:
    Sep 23, 2011
    Posts:
    49
  4. EdBlais

    EdBlais

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    285
    The Developers who are working on the Relief Terrain Pack can now edit their Package to include prefab that covers this case. They just need to use the individual eye content in 5.1.2p1 (http://forum.unity3d.com/threads/different-content-in-each-eye.332575/) You could also implement the changes locally with their package's assets. I suggest using 5.1.2p3 when it comes out this week though. Because 5.1.2p1 has a bug with both cameras being placed at the left eye position.
     
  5. StaffanEk

    StaffanEk

    Joined:
    Jul 13, 2012
    Posts:
    380
    What about the default standard shader parallax? Is that still broken?
     
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