Oculus Asymmetric FOV and Unity Post Processing Stack V2
Oi Oi all,
Has anyone got Oculus Asymmetric FOV working with Post Processing Stack V2 in Unity ?, it dosn't seem to support it at all :
https://developer.oculus.com/blog/tech-note-asymmetric-field-of-view-faq/
Has anyone got Oculus Asymmetric FOV working with Post Processing Stack V2 in Unity ?, it dosn't seem to support it at all :
https://developer.oculus.com/blog/tech-note-asymmetric-field-of-view-faq/
Code from the uber stack does not have either eye detection or ProjectionMatrix for VR :
#if VIGNETTE { UNITY_BRANCH if (_Vignette_Mode < 0.5) { half2 d = abs(uvDistorted - _Vignette_Center) * _Vignette_Settings.x; d.x *= lerp(1.0, _ScreenParams.x / _ScreenParams.y, _Vignette_Settings.w); d = pow(saturate(d), _Vignette_Settings.z); // Roundness half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y); color.rgb *= lerp(_Vignette_Color, (1.0).xxx, vfactor); color.a = lerp(1.0, color.a, vfactor); } else { half vfactor = SAMPLE_TEXTURE2D(_Vignette_Mask, sampler_Vignette_Mask, uvDistorted).a;
#if !UNITY_COLORSPACE_GAMMA { vfactor = SRGBToLinear(vfactor); } #endif
half3 new_color = color.rgb * lerp(_Vignette_Color, (1.0).xxx, vfactor); color.rgb = lerp(color.rgb, new_color, _Vignette_Opacity); color.a = lerp(1.0, color.a, vfactor); } } #endifDoes anyone have a fix/hack or can help ?
