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Single Pass Rendering SteamVR Vive fails to combine stereo view

Discussion in 'AR/VR (XR) Discussion' started by NUKKschocke, Jun 19, 2019.

  1. NUKKschocke

    NUKKschocke

    Joined:
    Oct 17, 2018
    Posts:
    34
    I'm not sure if the title accurately describes what's happening. A picture might work better:
    vr stereo split.png
    Settings are as follows:
    • SteamVR 1.5.9
    • SteamVR plugin version unknown at the moment (will edit)
    • XR Rendering: Single Pass
    • Single VR Camera setup
    • VR Camera is set to forward rendering
    Specs:
    • Unity 2018.2.10f1
    • HTC Vive Pro

    What seems to be happening is that the renderer fails to combine the left and right eye view into a coherrent "single" image OR the renderer produces a sort of "debug view" that is then sent. But I honestly have no clue. Google didn't have any answers or similar stories.
     
  2. NUKKschocke

    NUKKschocke

    Joined:
    Oct 17, 2018
    Posts:
    34
  3. NUKKschocke

    NUKKschocke

    Joined:
    Oct 17, 2018
    Posts:
    34
    Follow up:
    Apparently, this issue can be caused by specific combinations of post-processing effects. In this case, disabling the component of type "TOD_Scattering" (from the Asset "Time of Day") on the VR Camera fixed it.
     
    ytajimi likes this.