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How to get order-independent transparency to work in VR?

Anonymous
Not applicable
I'm using [https://github.com/candycat1992/OIT_Lab]
this github project, Unity 2018.2.0f2, and the Oculus SDK version 1.30.1 to create order independent
transparency in my projects. It's working fine with a normal camera

No OIT (order-dependent transparency/ODT):

Working OIT:

But,
when I try to use it with a VR setup, it just doesn't render any object
on the "transparent" layer that is using the above project to create
OIT.

VR without OIT:

VR not working with OIT:

On
top of just not rendering anything marked as transparent, the left and
right cameras become offset in a way that they shouldn't, so you get a
disorienting effect as if your eyes are in the wrong place.

I
was occassionally getting a weird effect where the spheres would render
all black and remain centered on my left eye, and the rest of the scene
was rendered upside down. The right eye would render everything not
marked as transparent correctly. I believe I was using the single camera
setting in the OVR camera rig when this happened, but I couldn't get it
to produce the same error when I went back to record these errors.

I'm
using the Oculus SDK, but I don't think it has to do with that. The
same thing happens if I just use a camera that feeds to the Oculus
headset.

[https://drive.google.com/file/d/1fuzA4I67qC-8dX5Z4aMS0_1G9LgvEJVz/view?usp=sharing] here is the Unity project I was using, if you want to see for yourself.

Any information would be appreciated, thank you.





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