VR ghosting right eye using Lightweight Render Pipeline.
I have tried several lighting settings for my VR application. Now i am using two directional lights the first one is baked, the other is dynamic. All the scene's items are set to static unless they are moving or controlled by the player.
Though when i test my game on the Oculus Go there is ghost image (usually yellow) that only shows in the right eye. It doesn't get worse when you turn your head it stays the same. The draw-call count is not very high.
I tried baking my scene better.
I removed everything skybox as recommended by Oculus.
I tried baking one light and using another for dynamic lighting so there is no need for the mixed option.
I am using the Lightweight render pipeline and i have made some shaders that use shader graph. (They are not affected by the ghosting.)
I tried to compile the shaders made in shader graph to revert back to standard render pipeline. (nope nope nope)
It looks like this has something to do with the single pass setting. The left eye has NO ghosting.
Has somebody encountered this? and know how to solve it. Or any idea where i went wrong?
TLDR: Building environment for Oculus Go, using LWRP and shader graph, yellow ghosting in right eye. Everything baked. Still broken. Help.
Answer by c_andrews · May 24, 2019 at 08:51 AM
I have the same issue but i'm working with a Oculus Quest. Did you manage to figure out what was going wrong?
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