Multi Pass Rendering + Oculus Unity Integration
I am currently trying to use interaction SDK + stereoscopic video to work together through the Unity game engine.
Rendering a stereoscopic video requires using multi-pass rendering in Unity.
In the OVR camera rig, I already enable "use per eye Cameras" and set up the render target display accordingly for each eye.
But any virtual object displayed just looks like there is a projection error -
Does anyone have an idea what other settings I need to do to get multipass + Oculus integration to work correctly?
I am using a Meta Quest Pro, Unity 2021 LTS, and Oculus Integration 44 with OpenXR backend. Please anyone knows what I could
