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Up and Coming
March 8, 2016

MAJOR ISSUE with Unity Shadows and Parallax Textures

--- EDIT ---

Half-Fixed with latest Unity 5.4.0b9 released (see page 2 for more info).

--- END OF EDIT ---


Hi,

I'm currently updating my game from 0.4.4 runtime to 0.8 runtime.

With 0.4.4 runtime, my player was based on OculusUtilies exemple :
- a lefteye with a camera (used by the hmd)
- a centereye with no camera
- a righteye with a camera (used by the hmd)

With the new 0.8 runtime, my player now have :
- a lefteye with a camera
- a centereye with a camera (used by the hmd)
- a righteye with a camera

It's good but at first I notice an issue with my Stereo pictures. Then I create a new GameObject (used for the left eye) at the exact same position of the centereye (used for the right eye) and then I used a different layer for each one to see it 3d and it works.

Now I also have a texture issue with "parallax textures" using normal and height maps :


With my old project with 0.4.4 runtime, the 3d was great. With 0.8 runtime it looks like it's 2d ...

Someone can help ?
    This topic has been closed for replies.

    26 replies

    PierreFRAuthor
    Up and Coming
    March 12, 2016
    Tested with the latest Unity 5.4.0b9 released : March 8, 2016

    At first the parallax textures looks flat.
    Then I looked everywhere and see a new Option in Player / Other Settings called "Single-Pass Stereo Rendering".



    That do the trick ! ... except for static GameObjects (case 778568) :



    So I tried unchecking the static checkbox ... and it works !



    ---

    I also noticed (case 779207) that TextMesh GameObjects with a GUI/Text Shader no longer works. It seems far away :



    If I uncheck "Single-Pass Stereo Rendering" it works again.
    So I tryed with 3D Text Shader and it works ! ... but a new issue appeared :
    - If we make the color black, it's transparent.
    - If it's grey, it's half-transparent.
    - And white is classical non transparent white (for that issue it's not related to VR) :

    Inspiring
    March 12, 2016
    Glad the parallax shaders are working now. We'll keep an eye on 778568 and 779207 and keep pushing on the non-double-wide shader constant issue. Can you file a bug on the alpha from grayscale issue you're seeing and let me know the case number?
    PierreFRAuthor
    Up and Coming
    March 13, 2016
    "vrdaveb" wrote:
    [...] We'll keep pushing on the non-double-wide shader constant issue.

    Thanks :D

    To summarize :
    - For the 3D Text Shader (alpha from grayscale issue), it's with the case 779318.
    - For the GUI/Text Shader incompatible with VR, it's the case 779207.
    - For the parallax Textures issue on static GameObjects, it's the case 778568.

    If you want you can send me a CV1 to continue my tests more deeply ;)
    Up and Coming
    March 13, 2016
    Another big issue probably related is that specular and environment maps are not computed per eye.

    It uses a center-eye position for all lighting, so all the highlights and reflections are flat on the surface, like a badly done post-process 3D movie. It has been like this since 5.1.
    PierreFRAuthor
    Up and Coming
    March 16, 2016
    "owenwp" wrote:
    Another big issue probably related is that specular and environment maps are not computed per eye.

    It uses a center-eye position for all lighting, so all the highlights and reflections are flat on the surface, like a badly done post-process 3D movie. It has been like this since 5.1.


    Unity is currently working on these issues here : http://forum.unity3d.com/threads/major- ... vr.390857/

    Feel free to add more info to the topic ;)
    Participant
    April 7, 2016
    Hello,

    I had the same problem with Oculus SDK 0.8 and Unity 5.3.1 when I upgraded my project from SDK 0.6 in January.

    This was, what I found out:

    Heightmap / Reflections look flat with native Oculus-VR-Integration and Forward Rendering
    This issue appears only in the following case:
    1) In Menu "Quality Settings" Shadows are enabled ("Hard and Soft Shadows" or "Hard Shadows Only")
    2) In Player Settings Rendering Path "Forward" is selected
    3) In Lighting Settings, "Baked GI" is NOT enabled.

    In all other cases, the Rendering of height-Maps with the Oculus Rift look right.
    (Either using "Deferred Rendering" or Disabling Shadows in Quality-Setting or using "Baked GI")

    I hope this issue will be fixed when I get my CV1 :-)