We are currently working with Unity 5.0.1p2, GearVR OVR SDK 0.4.3
We are attempting to read from the current OVRDisplay.eyeTexture each frame, and blit this out to another texture to be used with another shader/material later in the render pipeline (a blurry refractive effect). Whenever we attempt to actually read from the OVRDisplay.eyeTextures, it causes all other shaders/materials in the scene to start rendering black.
We have also attempted to render the scene to our own render texture and then blit that onto the OVRDisplay.eyeTexture before it draws, however we cannot share the depth buffer between render textures so this method is out.
Should it be possible to pass in / sample from OVRDisplay.eyeTexture in another shader?
What is the difference between OVRManager.EndEye() and OVRManager.DoTimeWarp()?
Is it possible to see the native source code for the Unity Plugin to help us get a better understand of what is going on?