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Render Texture in VR

Discussion in 'Windows Mixed Reality' started by nienokoue, May 3, 2019.

  1. nienokoue

    nienokoue

    Joined:
    Apr 19, 2017
    Posts:
    3
    Hi,

    i have a software which shows portals through different worlds (
    ). It does so by using render textures, having a total of six cameras in different locations, all moving as the player moves. This works well on a computer screen.

    If I hook it up to Windows Mixed Reality, it doesn't look good at all. Is there something I have to know about using render textures in VR?

    Cheers
     
  2. Benjams

    Benjams

    Unity Technologies

    Joined:
    Oct 27, 2017
    Posts:
    20
  3. rwetzold

    rwetzold

    Joined:
    Oct 10, 2013
    Posts:
    231
    Hi @nienokoue,

    I have a similar issue now that I use a custom portal shader as found in the portal github project which works nicely in LWRP but in VR single pass rendering it only outputs to one eye causing massive flickering. Were you able to get your issue solved and if yes, would you share the result?

    @Benjams your input getting the above github project running in VR would be highly appreciated. Would be a nice showcase as well how to get custom shaders working in VR.
     
  4. Benjams

    Benjams

    Unity Technologies

    Joined:
    Oct 27, 2017
    Posts:
    20
    I recommend you familiarize yourself with VR rendering (https://unity3d.com/learn/tutorials/topics/xr/rendering-vr) and then use the stereo-rendering helper functions (https://docs.unity3d.com/Manual/SinglePassStereoRendering.html) to upgrade your shaders to be stereo-aware. You may also need to adjust your portal rendering camera to render in stereo, or set up a portal-camera/renderTexture pair for each eye and render into the correct slice of the eye texture when doing your portal shader pass. Alternatively, you may instead find it useful to use the stencil buffer for this kind of effect.
     
    rwetzold likes this.
  5. rwetzold

    rwetzold

    Joined:
    Oct 10, 2013
    Posts:
    231
    Is there a good way to test it in the editor without publishing to vr always?
     
  6. Benjams

    Benjams

    Unity Technologies

    Joined:
    Oct 27, 2017
    Posts:
    20
    Playing in the editor with your device attached and the appropriate VR SDK selected in your player settings should work for most devices. You might also prefer to use the MockHMD as the VR SDK. The MockHMD is a good choice if you would rather not rely on having a device connected while developing your project.
     
    rwetzold likes this.
  7. rwetzold

    rwetzold

    Joined:
    Oct 10, 2013
    Posts:
    231
    @Benjams I used to live connect my device with the vive in the past and that worked nicely but now I have an Oculus Quest where I could not figure out yet how to get that to work. Do you know if it is supposed to work?
     
  8. antoined73

    antoined73

    Joined:
    Feb 23, 2014
    Posts:
    3
    Maybe check the format you are using for your render textures ?
    I was using them in Oculus Quest and had weird glitches when using ARGBFloat format. Downgrading the format to RHalf solved my issue (as i just needed a low res R channel only).

    @rwetzold I think the "play and test" function is not currently availble on Quest. Oculus and Unity is planning to make it possible since the Quest will be usable to play PC VR games by pluggin it. For now, it's just build and run :)
     
    rwetzold likes this.