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SMaton's avatar
SMaton
Honored Guest
13 years ago

Deferred lights problem

Hi,

For my project I need deferred rendering in order to project shadows with point lights. Unfortunately, the Rift Unity integration seems to mess around with the projection matrix (as far as I have read in this forum).

The effect of this is that if a light is located within a small room (and the lighting looks great within the editor), the light is "offset" outside the room when the room is rendered.

Has anyone found a viable solution for this problem?

7 Replies

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  • Modifying the perspective matrix is necessary for proper Rift integration. Unfortunately, that breaks Unity's deferred lighting (they wanted to make the common case as fast as possible, so they don't use the inverse projection matrix for depth reconstruction). It will likely take some time to get this fixed.
  • They really, REALLY need to find a good workaround for this. Having to use forward rendering sucks ASS. I'm serious. Do something about it. I finally found an AA technique better than FXAA, so deferred rendering is pretty much the most awesome thing on the freakin planet right now. Well, after the rift...

    But seriously. Tons of lights and shadows while maintaining a pretty good framerate = awesome. And people have been making awesome GI systems for deferred rendering too... I WANT IT! I WANT IT NOW! :cry:
  • We would like to have this working, but it's probably beyond what can be done with a component.

    Hopefully there is some sort of work-around, but I don't think this is a high priority right now.
  • SMaton's avatar
    SMaton
    Honored Guest
    Hi,

    any news on this? I'm currently trying to get the "Alloy" shaders to work. While it's no problem to use them with the default camera setup, the OVR stuff breaks the lighting...
  • SMaton's avatar
    SMaton
    Honored Guest
    Problem solved... my bad... the latest SDK solves it... I still was working with a version from July (I think)...