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JHibbins
8 years agoProtege
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/
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); } } #endifDoes anyone have a fix/hack or can help ?
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- JHibbinsProtegeMore info : I can adjust the centre in the FOV but not for each eye independently, I’ve looked at the unity post processing source ( https://github.com/Unity-Technologies/PostProcessing )
And can see in this file : https://github.com/Unity-Technologies/PostProcessing/blob/v2/PostProcessing/Shaders/Builtins/Uber.shader lines 170 to 175 that no adjustment for asymmetric-field-of-view are being done for VR
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