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 ?
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);
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.
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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