TAA_Unity_URP
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Could this be made to work in VR?
Currently goes black when used with Single Pass, and distorts the rendering in the headset when used with Multi Pass.
Sorry, I didn't adapt this feature to VR because I do not have a VR device.
@sienaiwun How would be possible to make it work for VR ? What changes should be done, I'm using it for VR the image goes black
@atomtwist did you find a solution for VR ?
Image Goes black in VR , I am using Oculus GO , Not working even in "allow unsafe code"
Sigh...was hoping this would function...went through all the steps...sigh...want TAA on quest
Can confirm it is not working on Quest at the moment.
First you need to include the shader explicitly or it will get stripped:
Then we have three cases:
Single Pass: Only the right eye will get rendered, left is grey Multi Pass + Stereo Setup: First frames will render correctly across both eyes then the temporal effect "eats" the image with a noisy effect until it is completely black Multi Pass + Monoscopic Setup: First frame will freeze and stick
I am no expert on URP, but the shader looks to be VR ready to me, the scripts use monoscopic variants like camera.worldToCameraMatrix instead of the stereo-ready variants like camera.GetStereoViewMatrix(Camera.StereoscopicEye.Left) etc.