simeonradivoev/ComputeStochasticReflections

Single Pass Stereo for VR

ddutchie opened this issue · 8 comments

Thanks for a great asset.

I have started making it compatible with SPS for VR compatability.

It works mostly by adding

UnityStereoTransformScreenSpaceTex(.i.uv);

To some parts in stochasticSSR.shader but the view normal and reflection direction is still wrong.
Any ideas?

I will have to look into it. Probably just need to multiply them with the appropriate matrix.

I know exactly the problem, as encountered this while working on SEGI.
This is basically covers how to fix the projection matrix for stereo

https://gamedev.stackexchange.com/questions/131978/shader-reconstructing-position-from-depth-in-vr-through-projection-matrix/144753#144753

I need to see also how to integrate 'UnityStereoTransformScreenSpaceTex ' into the compute shader. The post-processing stack does it but not sure how. I got multi-pass stereo rendering implemented, but am having trouble with the single pass one.

I got the temporal filtering working for multi-pass rendering but still no luck for single-pass rendering. I don't think single-pass rendering even supports deferred rendering.

It does, if not a little finiky. Nigiri works in single pass deferred.

I should stop derping around and fix this asset. I could prob do it justice now with what I've learnt since.

I couldn't get Deferred to work in VR with single-pass stereo and the default unity rendering. Even without post-processing on the latest version. URP doesn't have deferred yet, so that leaves HDRP.

I've not done anything with the SRP's yet. So little clue what works with them.

I should have some time soon to have another look at this.