I am currently working on a VR project in Unity with a SDK. The SDK basically gets environment information in the scene, creates a shadow-map with some effects, and attaches the shadow-map to the final rendering. This SDK works in regular PC build and Android build, but the VR version has a mismatch issue where the shadow-map could not match the game objects in the scene.
The SDK takes in the camera information assuming there is no camera off-center and do the calculation with fov, aspect, nearClipPlane, and farClipPlane, so my question is that does Oculus forces the camera to be off-centered? If so, how do I get the off-centered camera information?
Hope someone could help answer this question.