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[VR] Single Pass Instancing results in weird behavior per eye
Hi all,
I'm working on a VR game using Oculus hardware, and I've switched from multi-pass rendering to single pass for the performance improvement. Unfortunately, as seen in the image below, I get some strange results. I'm going to test this in another scene in this project, and if it persists I'll load an entirely new project and attempt to recreate it. I'm posting this question in case someone can tell me ahead of time what's causing this issue. Just for added clarity, this was not an issue when using multi-pass rendering.
Thanks!
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