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Stereoscopic VR rendering with RaymarchingRenderer

Open andybak opened this issue 6 years ago • 4 comments

Stereo 3D is somehow broken with RaymarchingRenderer (it seems OK with RaymarchingObjects). I can't be sure but I think each eye is getting exactly the same image.

andybak avatar Aug 29 '17 15:08 andybak

this is also an issue w OpenVR... left and right eyes not getting correct images. RaymarchingObjects work but RaymarchingRenderer does not. Note that the Oculus VR driver works fine... the OpenVR does not.

friken avatar May 21 '18 21:05 friken

I used Camera.CalculateFrustumCorners to deal with the different VR setups--OpenVR has oblique frustums, and the difference between single-pass and multi-pass is tricky too. Check out this gist I extracted from my project to see the relevant bits for getting a correct camera ray for each eye--this is the method that worked for me for Oculus, OpenVR, single and multipass.

kevinw avatar May 22 '18 16:05 kevinw

Thanks a TON for this. Just sitting back at dev machine after some coffee and can't wait to fix this vr stereo convergence/eye issue. It has been plaguing me for a good while now.

friken avatar May 22 '18 16:05 friken

looking at the newest, the forward_modworld_VR works well in my oculus and vive headsets. Is forward required for working VR? Can you take a few and explain the VR fix and any limitations you know of?

friken avatar Aug 06 '19 21:08 friken