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October 24, 2018

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

I'm using This github project to create order independent transparency in my projects. It's working fine with a normal camera [no OIT] [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. [VR no OIT] [VR no 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 also 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.



Additionally I am using Unity 2018.2.0f2 and the Oculus SDK v1.30.1, but I don't think it's that. The same thing
happens if I just use a camera that feeds to the Oculus headset.



Here is the Unity project, if you want to see for yourself.



Thank you







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1 reply

New Participant
November 1, 2018
Hello @imperativity,

thanks for your response!

I couldn't find the mathematical foundations on which OVROverlay is based.
Thus I'm kindly asking if you could maybe point me to the appropriate resources?

Best wishes,
SG