uRaymarching
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Stereoscopic VR rendering with RaymarchingRenderer
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.
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.
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.
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.
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?