Tested on Unity 5.3.4f1 and 5.3.5f1
OS Name - Microsoft Windows 10 Pro
Processor - AMD FX(tm)-9370 Eight-Core Processor, 4400 Mhz, 4 Core(s), 8 Logical Processor(s)
Video Card - AMD Radeon (TM) R9 380 Series
- Tested with current official OSVR Runtime (0.6.1194-g0c54f5e, 64bit)
- Tested with current official Unity package (0.6.8.2.0, 0.6.1194-g0c54f5e, 390)
Problem
If the Camera attached to VRSurface is using Deferred rendering, and a Unity Image Effect is used (any script using OnRenderImage) such as Bloom or custom scripts, the HDK will not render to the display.
Changing to Forward will show a normal image.
Changing back to Deferred will freeze the previous image.
Workaround
Forward rendering or Extended Mode
Reproduction Steps
Set your HDK to Direct Mode
Open the default Samples, and open the FPS example.
On the VRSurface (eye camera), change it to Deferred.
Add a Bloom effect to the eye camera OR a simple test script such as:
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src, dest);
}
Expected
Camera renders to the eye with the applied effect.,
Actual
On Direct Mode systems, rendering is frozen.
Additional Notes
I tried to force Camera.Render() to the camera, and prevented it from being disabled (no change). Will update if I find anything useful
Tested on Unity 5.3.4f1 and 5.3.5f1
OS Name - Microsoft Windows 10 Pro
Processor - AMD FX(tm)-9370 Eight-Core Processor, 4400 Mhz, 4 Core(s), 8 Logical Processor(s)
Video Card - AMD Radeon (TM) R9 380 Series
Problem
If the Camera attached to VRSurface is using Deferred rendering, and a Unity Image Effect is used (any script using OnRenderImage) such as Bloom or custom scripts, the HDK will not render to the display.
Changing to Forward will show a normal image.
Changing back to Deferred will freeze the previous image.
Workaround
Forward rendering or Extended Mode
Reproduction Steps
Set your HDK to Direct Mode
Open the default Samples, and open the FPS example.
On the VRSurface (eye camera), change it to Deferred.
Add a Bloom effect to the eye camera OR a simple test script such as:
Expected
Camera renders to the eye with the applied effect.,
Actual
On Direct Mode systems, rendering is frozen.
Additional Notes
I tried to force Camera.Render() to the camera, and prevented it from being disabled (no change). Will update if I find anything useful