Forum Discussion
Pierre_FR
9 years agoProtege
MAJOR ISSUE with Unity Shadows and Parallax Textures
--- EDIT ---
Half-Fixed with latest Unity 5.4.0b9 released (see page 2 for more info).
--- END OF EDIT ---
Hi,
I'm currently updating my game from 0.4.4 runtime to 0.8 runtime.
With 0.4.4 runtime, my player was based on OculusUtilies exemple :
- a lefteye with a camera (used by the hmd)
- a centereye with no camera
- a righteye with a camera (used by the hmd)
With the new 0.8 runtime, my player now have :
- a lefteye with a camera
- a centereye with a camera (used by the hmd)
- a righteye with a camera
It's good but at first I notice an issue with my Stereo pictures. Then I create a new GameObject (used for the left eye) at the exact same position of the centereye (used for the right eye) and then I used a different layer for each one to see it 3d and it works.
Now I also have a texture issue with "parallax textures" using normal and height maps :

With my old project with 0.4.4 runtime, the 3d was great. With 0.8 runtime it looks like it's 2d ...
Someone can help ?
Half-Fixed with latest Unity 5.4.0b9 released (see page 2 for more info).
--- END OF EDIT ---
Hi,
I'm currently updating my game from 0.4.4 runtime to 0.8 runtime.
With 0.4.4 runtime, my player was based on OculusUtilies exemple :
- a lefteye with a camera (used by the hmd)
- a centereye with no camera
- a righteye with a camera (used by the hmd)
With the new 0.8 runtime, my player now have :
- a lefteye with a camera
- a centereye with a camera (used by the hmd)
- a righteye with a camera
It's good but at first I notice an issue with my Stereo pictures. Then I create a new GameObject (used for the left eye) at the exact same position of the centereye (used for the right eye) and then I used a different layer for each one to see it 3d and it works.
Now I also have a texture issue with "parallax textures" using normal and height maps :

With my old project with 0.4.4 runtime, the 3d was great. With 0.8 runtime it looks like it's 2d ...
Someone can help ?
26 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffCan you make sure that your left and right eye Cameras have "Target Eye" set to "Left" and "Right", not "Both"?
- Pierre_FRProtegeYes, left eye camera have a target eye set to left and the right eye camera have a target eye set to right.
I see 3d stereo images fine.
It's only textures with height map that looks flat.
I've tryed to move the left eye camera 1cm on the left, just to test.
The 3d perception starts to be perceptible but that 1cm seems to be added to the user's IPD and the scene perception is not realistic anymore. - Pierre_FRProtege
"vrdaveb" wrote:
Can you make sure that your left and right eye Cameras have "Target Eye" set to "Left" and "Right", not "Both"?
I can send you my project with an example scene where the texture issue appears if you want ;) - enzeddaExplorerProbably silly but has anything major or otherwise been changed in your scene lighting?
- Pierre_FRProtege
"enzedda" wrote:
Probably silly but has anything major or otherwise been changed in your scene lighting?
I see what you mean but no it looks great on the computer screen :
It's with the HMD that it looks flat :geek: - Pierre_FRProtege
"enzedda" wrote:
Probably silly but has anything major or otherwise been changed in your scene lighting?
You put me on the way, thanks :)
After many hours to test and test again, it seems there is a major issue with 0.8 runtime and Unity Shadows (hard or soft).
When the shadows are activated, then all the bump mapped textures looks flat in the HMD.
If we don't activate shadows, bump mapped textures looks great again !
I've tried to remove the normal map to just keep the albedo and the height map but that don't change a thing.
:arrow: So now I need to choose between bump mapped textures OR shadows in my game ... :shock:
Somebody know what it can be done ? - Pierre_FRProtegeStill no idea ? :?
- Pierre_FRProtegeFor info, tested with latest Unity 5.3.3f1 (64-bit) on Windows 10 Pro x64 with 0.8 runtime.
- enzeddaExplorerWow, protozzz..Looks like you've tried everything.
Maybe until version 1 of the Oculus runtime appears (!) and Unity fix the integration (!)..you may have to perform some actual mesh deforming instead of bump mapping to achieve your goal :)
It should be working but obviously doesn't. But hopefully it will be fixed or someone will point out something so obvious that you will laugh.
Let's hope for the latter? - vrdavebOculus StaffThis sounds like an early-out in Unity's standard shader. Does it help to disable "Receive shadows" on the heightmapped object? Note that the standard shader's parallax mapping doesn't include self-shadowing, so it won't look 100% correct if shadows do appear on the objets in question. Alternatively, you could use a different shader, such as Parallax Bumped or a relief shader pack from the Asset Store (such as https://www.assetstore.unity3d.com/en/#!/content/5705). Either way, please click Help > Report a Bug... in the editor to let Unity know about the issue.
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