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JHibbins's avatar
JHibbins
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8 years ago

Oculus Asymmetric FOV and Unity Post Processing Stack V2

Oi Oi all,

Has anyone got Oculus Asymmetric FOV working with Post Processing Stack V2 in Unity ?, it dosn't seem to support it at all :

https://developer.oculus.com/blog/tech-note-asymmetric-field-of-view-faq/

Code from the uber stack does not have either eye detection or ProjectionMatrix for VR :

#if VIGNETTE
           {
               UNITY_BRANCH
               if (_Vignette_Mode < 0.5)
               {
                   half2 d = abs(uvDistorted - _Vignette_Center) * _Vignette_Settings.x;
                   d.x *= lerp(1.0, _ScreenParams.x / _ScreenParams.y, _Vignette_Settings.w);
                   d = pow(saturate(d), _Vignette_Settings.z); // Roundness
                   half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
                   color.rgb *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
                   color.a = lerp(1.0, color.a, vfactor);
               }
               else
               {
                   half vfactor = SAMPLE_TEXTURE2D(_Vignette_Mask, sampler_Vignette_Mask, uvDistorted).a;

                   #if !UNITY_COLORSPACE_GAMMA
                   {
                       vfactor = SRGBToLinear(vfactor);
                   }
                   #endif

                   half3 new_color = color.rgb * lerp(_Vignette_Color, (1.0).xxx, vfactor);
                   color.rgb = lerp(color.rgb, new_color, _Vignette_Opacity);
                   color.a = lerp(1.0, color.a, vfactor);
               }
           }
           #endif

Does anyone have a fix/hack or can help ?

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