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Could this be made to work in VR?

Open atomtwist opened this issue 4 years ago • 6 comments

Currently goes black when used with Single Pass, and distorts the rendering in the headset when used with Multi Pass.

atomtwist avatar Jun 24 '20 15:06 atomtwist

Sorry, I didn't adapt this feature to VR because I do not have a VR device.

sienaiwun avatar Jun 29 '20 12:06 sienaiwun

@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

AndreAhmed avatar Dec 25 '20 17:12 AndreAhmed

@atomtwist did you find a solution for VR ?

AndreAhmed avatar Dec 25 '20 17:12 AndreAhmed

Image Goes black in VR , I am using Oculus GO , Not working even in "allow unsafe code"

Dhaval-Jotaneeya avatar Mar 01 '21 10:03 Dhaval-Jotaneeya

Sigh...was hoping this would function...went through all the steps...sigh...want TAA on quest

01GOD avatar Apr 21 '21 03:04 01GOD

Can confirm it is not working on Quest at the moment.

First you need to include the shader explicitly or it will get stripped: image

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.

Marcurion avatar Jun 15 '21 07:06 Marcurion