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Post Processing Shaders Fail in Unity with VR Enabled

CeruleanGames
Honored Guest
We have a problem where on some computers, our post processing shaders are completely failing with VR enabled. They just show a hall of mirrors effect. But if VR is disabled, they render just fine. This appears to be any post processing shader that affects the output from the camera (SSR, AA, etc).  We're quite stuck on this and have a convention demo in three days. Any assistance would be greatly appreciated. 

Thank you!
2 REPLIES 2

CeruleanGames
Honored Guest
Thanks for the response! Answering your questions...

1.) 5.5.0f3
2.) SSR and Anti-Aliasing effects both cause this issue in Deferred rendering (however they work in Forward rendering mode, but our framerate drops to about 15 fps in Forward vs. 60+ in Deferred).
3.) Issue occurs in both Single Pass and Multi Pass.
4.) We're only able to use the Both setting. We can't use Stereo for this project because it causes the framerate to drop to under 10 fps. (But even with Stereo Eye, the problem still occurs).

WilberforceFX
Honored Guest
This is an Unity "issue" (quotes because Unity doesn't seem to think so). You have to handle if the VR/SPSR is on and adjust texture coordinates in the vertex shader on your own. :s