Supersampling in Unity integration?
As some of you have noticed, the UDK OVR integration has the ability to render the scene to a larger size than the actual Rift screen size (using the ScreenPercentage config option), and then use that larger render as the input into the lens distortion so that the final result that you see has less distortion artifacts (like long streaky lines of the same color near the edges).
Is there a way to do this in Unity's integration as well?
Is there a way to do this in Unity's integration as well?
