Image Effects break with Adaptive Rendering turned on
Image effects have weird zoom in/out and other undefined behavior with adaptive rendering turned on.
Set both the Min Render Target Scale and Max Render Target Scale to 1.
I'm also having this issue, I created a custom effect and it seems that it is overriding the resulting output scale. I don't want to disable this feature, Instead I would like my effect to scale with adaptive rendering.
I'm going to dig around in the code to see if it's some scale value I need to add to my effect.
Edit: I solved this issue by passing the VRSettings.renderViewportScale value into my shader's final copy pass. I use that value to scale the uv value in my vertex shader.
This article helped me understand the issue (google translated). http://tech.cygames.co.jp/archives/2831/
Under Unity5.4 I was able to get ImageEffects working by changing...
Hacks ahead.
ValveCamera.cs 814-815
VRSettings.renderScale = flRenderTargetScale;
VRSettings.renderViewportScale = ( m_adaptiveQualityRenderScaleArray[ nAdaptiveQualityLevel ] / flRenderTargetScale ) * flAdditionalViewportScale;
to
VRSettings.renderScale = ( m_adaptiveQualityRenderScaleArray[ nAdaptiveQualityLevel ] / flRenderTargetScale ) * flAdditionalViewportScale;
VRSettings.renderViewportScale = 1.0f;
I'm guessing that under Unity5.5 the VRSettings.renderViewportScale is being used differently than Unity5.4, which is having issues where the target viewport is changing scale and it doesn't know how to render into a viewport that is smaller than it's target texture.