SetStereoProjectionMatrix doubles shadow caster count
In Unity, when I use the method SetStereoProjectionMatrix on an single Oculus VR Camera, I immediately lose all shadow caster optimizations until I call ResetStereoProjectionMatrices again. Even if I simply set the stereoprojectionmatrix to itself, my shadow caster count immediately doubles:
GetComponent<Camera> ().SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, GetComponent<Camera> ().GetStereoProjectionMatrix(Camera.StereoscopicEye.Left));
Is there a way to set the stereoprojectionmatrix of the camera, without losing first-party optimizations? I'm trying to create a working VR temporal AA effect, and this is the last piece of the puzzle.
Note: I am on Unity 5.5f2
GetComponent<Camera> ().SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, GetComponent<Camera> ().GetStereoProjectionMatrix(Camera.StereoscopicEye.Left));
Is there a way to set the stereoprojectionmatrix of the camera, without losing first-party optimizations? I'm trying to create a working VR temporal AA effect, and this is the last piece of the puzzle.
Note: I am on Unity 5.5f2
