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Why has single pass stereo (double wide) been removed in the postprocessing stack v2? 2019.1+

Discussion in 'VR' started by tspk91, Jan 22, 2020.

  1. tspk91

    tspk91

    Joined:
    Nov 19, 2014
    Posts:
    131
    We updated and now have two times the amount of drawcalls using frame debugger.

    https://github.com/Unity-Technologies/PostProcessing/commit/872007bb1056b6f87a572ecb5e83fad61aa99dfa

    Code (CSharp):
    1. #if UNITY_2019_1_OR_NEWER
    2.             if (context.stereoActive && context.numberOfEyes > 1 && context.stereoRenderingMode == PostProcessRenderContext.StereoRenderingMode.SinglePass)
    3.             {
    4.                 cmd.SetSinglePassStereo(SinglePassStereoMode.None);
    5.                 cmd.DisableShaderKeyword("UNITY_SINGLE_PASS_STEREO");
    6.             }
    7. #endif