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Question by equalsequals · Feb 08, 2017 at 10:54 PM · unity 5renderingvrimage effects

CommandBuffer.DrawRenderer in SinglePass Stereo

Hello,

[Edit: This is still being observed as of 5.6.0f3]

I'm attempting to render objects to a special RenderTexture via CommandBuffer, for later use in an Image Effect.

I create my RenderTexture like this: (NOTE: Simplified for readability)

 renderTexture = new RenderTexture(
     VRSettings.eyeTextureWidth * 2,
     VRSettings.eyeTextureHeight,
     0,
     RenderTextureFormat.Default,
     RenderTextureReadWrite.Default);

My CommandBuffer snippet is as follows: (NOTE: Simplified for readability)

 CommandBuffer commandBuffer = new CommandBuffer();
 commandBuffer.SetRenderTarget(renderTextureID);
 commandBuffer.ClearRenderTarget(true, true, Color.clear, 1f);
 
 for (int i = 0; i < renderers.Length; i++)
 {
     commandBuffer.DrawRenderer(renderers[i], effectMaterial, 0, 0);
 }
 
 camera.AddCommandBuffer(cameraEvent, commandBuffer);

The Shader of effectMaterial simply outputs a solid color to the fragment.

When in Multi-Pass Stereo or disabling VR entirely the effect works as intended, but in Single-Pass the Offscreen RenderTexture looks as if it is only rendering in the Left Eye and is distorted.

Offscreen RenderTexture result (Incorrect)

This could be (and hopefully is) an error on my part, but I had a similar system working in Unity 5.4.x where the stereo rendering worked correctly in Single-Pass, using CommandBuffers.

Any help would be greatly appreciated!

Thanks in advance.

==

commandbufferresult.png (5.1 kB)
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Best Answer

Answer by equalsequals · Jun 13, 2017 at 02:15 AM

This is, unfortunately, a bug.

For posterity, if you use a later CameraEvent, such as BeforeForwardOpaque, Single-Pass works as intended.

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