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Question by romT · May 15, 2017 at 03:22 PM · shadercamerasdifference

Vertex shader/ fragement shader - UnityObjectToClipPos () pb with HTC VIVE

Hi,

I have a problem with shader and with a HTC VIVE.
When I use a shader with UnityObjectToClipPos() there is like a difference between right eye and the left one. I think it's due to the presence of two cameras.

How can I solve the problem ?

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avatar image Namey5 · May 16, 2017 at 10:12 PM 0
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I doubt it would be because of two cameras, although as a failsafe have you tried just multiplying the vertices into clip space manually? i.e.

 o.pos = mul (UNITY_$$anonymous$$ATRIX_$$anonymous$$VP, v.vertex);
avatar image romT Namey5 · May 17, 2017 at 06:55 AM 0
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Hi, The problem isn't solved. According to Unity :

UnityObjectToClipPos()Transforms a point from object space to the camera’s clip space in homogeneous coordinates. This is the equivalent of mul(UNITY_$$anonymous$$ATRIX_$$anonymous$$VP, float4(pos, 1.0)), and should be used in its place.

avatar image Namey5 romT · May 17, 2017 at 07:16 AM 0
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I am aware of what the function does, my suggestion was based on the fact that there may have been a bug with the dual matrix multiplication they use in that function. Could you post an image of what exactly the problem is?

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