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Unity - post processing results in split screen in VR?


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Ok, I'm building for Oculus rift and am just trying to get chromatic aberration, or really any post-processing effects to work. The only way the effects show up is if I apply them to my CenterEyeAnchor camera in the OVRCameraRig. This works in editor but when I plug a headset in, the screen gets split into 2 x the number of effects scripts I apply:



enter image description here



I've been trying legacy image effects scripts (the up to date one does nothing), as well as this downloaded shader for chromatic aberration:



Shader "Hidden/LensCAAndDistortion" 
Properties
_MainTex ("RGB", 2D) = ""
_BorderTex ("Border", 2D) = ""


CGINCLUDE

#include "UnityCG.cginc"




uniform float _RedCyan;
uniform float _GreenMagenta;
uniform float _BlueYellow;
uniform float _Zoom;
uniform float _BarrelDistortion;
uniform int _BorderOnOff;

sampler2D _BorderTex;
sampler2D _MainTex;


half4 _MainTex_TexelSize;
half4 _UV_Transform = half4(1, 0, 0, 1);



float2 barrelDistortion(float2 theUV)


float2 h = theUV.xy - 0.5;
float r2 = h.x * h.x + h.y * h.y;
float f = 1 + r2 * (_BarrelDistortion * sqrt(r2));

return f * (1.0+_Zoom) * h + 0.5;



half4 fragLens (v2f_img i) : SV_Target

half2 zoomUV = i.uv;
float4 theScreen = tex2D(_MainTex, zoomUV);

if ((_RedCyan == 0) && (_GreenMagenta == 0) && (_BlueYellow == 0))

zoomUV = barrelDistortion(zoomUV);
if (_BorderOnOff == 1)

theScreen.r = tex2D(_MainTex, zoomUV).r * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).r;
theScreen.g = tex2D(_MainTex, zoomUV).g * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).g;
theScreen.b = tex2D(_MainTex, zoomUV).b * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).b;

if (_BorderOnOff == 0)

theScreen.r = tex2D(_MainTex, zoomUV).r;
theScreen.g = tex2D(_MainTex, zoomUV).g;
theScreen.b = tex2D(_MainTex, zoomUV).b;



if ((_RedCyan != 0)




ENDCG

Subshader
ZTest Always Cull Off ZWrite Off
ColorMask RGB


Pass

CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragLens
ENDCG





Fallback off

// shader


What is happening here? Can it be fixed?



Script:



void Start () 

if(!SystemInfo.supportsImageEffects)

enabled = false;
return;



void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)

if(LensShader != null)

material.SetFloat("_RedCyan", RedCyan * 10.0f);
material.SetFloat("_GreenMagenta", GreenMagenta * 10.0f);
material.SetFloat("_BlueYellow", BlueYellow * 10.0f);
material.SetFloat("_Zoom", 0.0f - Zoom);
material.SetFloat("_BarrelDistortion", BarrelDistortion);
material.SetTexture ("_BorderTex", TrimTexture);

if (TrimExtents == true)

material.SetInt("_BorderOnOff", 1);

else

material.SetInt("_BorderOnOff", 0);


Graphics.Blit(sourceTexture, destTexture, material);

else

Graphics.Blit(sourceTexture, destTexture);






void Update ()





void OnDisable ()
{
if(curMaterial)

DestroyImmediate(curMaterial);










share|improve this question


























  • Please post your script.

    – 0xBFE1A8
    Mar 26 at 21:02











  • see my edit above

    – skyguy
    Mar 26 at 21:48

















0















Ok, I'm building for Oculus rift and am just trying to get chromatic aberration, or really any post-processing effects to work. The only way the effects show up is if I apply them to my CenterEyeAnchor camera in the OVRCameraRig. This works in editor but when I plug a headset in, the screen gets split into 2 x the number of effects scripts I apply:



enter image description here



I've been trying legacy image effects scripts (the up to date one does nothing), as well as this downloaded shader for chromatic aberration:



Shader "Hidden/LensCAAndDistortion" 
Properties
_MainTex ("RGB", 2D) = ""
_BorderTex ("Border", 2D) = ""


CGINCLUDE

#include "UnityCG.cginc"




uniform float _RedCyan;
uniform float _GreenMagenta;
uniform float _BlueYellow;
uniform float _Zoom;
uniform float _BarrelDistortion;
uniform int _BorderOnOff;

sampler2D _BorderTex;
sampler2D _MainTex;


half4 _MainTex_TexelSize;
half4 _UV_Transform = half4(1, 0, 0, 1);



float2 barrelDistortion(float2 theUV)


float2 h = theUV.xy - 0.5;
float r2 = h.x * h.x + h.y * h.y;
float f = 1 + r2 * (_BarrelDistortion * sqrt(r2));

return f * (1.0+_Zoom) * h + 0.5;



half4 fragLens (v2f_img i) : SV_Target

half2 zoomUV = i.uv;
float4 theScreen = tex2D(_MainTex, zoomUV);

if ((_RedCyan == 0) && (_GreenMagenta == 0) && (_BlueYellow == 0))

zoomUV = barrelDistortion(zoomUV);
if (_BorderOnOff == 1)

theScreen.r = tex2D(_MainTex, zoomUV).r * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).r;
theScreen.g = tex2D(_MainTex, zoomUV).g * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).g;
theScreen.b = tex2D(_MainTex, zoomUV).b * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).b;

if (_BorderOnOff == 0)

theScreen.r = tex2D(_MainTex, zoomUV).r;
theScreen.g = tex2D(_MainTex, zoomUV).g;
theScreen.b = tex2D(_MainTex, zoomUV).b;



if ((_RedCyan != 0)




ENDCG

Subshader
ZTest Always Cull Off ZWrite Off
ColorMask RGB


Pass

CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragLens
ENDCG





Fallback off

// shader


What is happening here? Can it be fixed?



Script:



void Start () 

if(!SystemInfo.supportsImageEffects)

enabled = false;
return;



void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)

if(LensShader != null)

material.SetFloat("_RedCyan", RedCyan * 10.0f);
material.SetFloat("_GreenMagenta", GreenMagenta * 10.0f);
material.SetFloat("_BlueYellow", BlueYellow * 10.0f);
material.SetFloat("_Zoom", 0.0f - Zoom);
material.SetFloat("_BarrelDistortion", BarrelDistortion);
material.SetTexture ("_BorderTex", TrimTexture);

if (TrimExtents == true)

material.SetInt("_BorderOnOff", 1);

else

material.SetInt("_BorderOnOff", 0);


Graphics.Blit(sourceTexture, destTexture, material);

else

Graphics.Blit(sourceTexture, destTexture);






void Update ()





void OnDisable ()
{
if(curMaterial)

DestroyImmediate(curMaterial);










share|improve this question


























  • Please post your script.

    – 0xBFE1A8
    Mar 26 at 21:02











  • see my edit above

    – skyguy
    Mar 26 at 21:48













0












0








0








Ok, I'm building for Oculus rift and am just trying to get chromatic aberration, or really any post-processing effects to work. The only way the effects show up is if I apply them to my CenterEyeAnchor camera in the OVRCameraRig. This works in editor but when I plug a headset in, the screen gets split into 2 x the number of effects scripts I apply:



enter image description here



I've been trying legacy image effects scripts (the up to date one does nothing), as well as this downloaded shader for chromatic aberration:



Shader "Hidden/LensCAAndDistortion" 
Properties
_MainTex ("RGB", 2D) = ""
_BorderTex ("Border", 2D) = ""


CGINCLUDE

#include "UnityCG.cginc"




uniform float _RedCyan;
uniform float _GreenMagenta;
uniform float _BlueYellow;
uniform float _Zoom;
uniform float _BarrelDistortion;
uniform int _BorderOnOff;

sampler2D _BorderTex;
sampler2D _MainTex;


half4 _MainTex_TexelSize;
half4 _UV_Transform = half4(1, 0, 0, 1);



float2 barrelDistortion(float2 theUV)


float2 h = theUV.xy - 0.5;
float r2 = h.x * h.x + h.y * h.y;
float f = 1 + r2 * (_BarrelDistortion * sqrt(r2));

return f * (1.0+_Zoom) * h + 0.5;



half4 fragLens (v2f_img i) : SV_Target

half2 zoomUV = i.uv;
float4 theScreen = tex2D(_MainTex, zoomUV);

if ((_RedCyan == 0) && (_GreenMagenta == 0) && (_BlueYellow == 0))

zoomUV = barrelDistortion(zoomUV);
if (_BorderOnOff == 1)

theScreen.r = tex2D(_MainTex, zoomUV).r * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).r;
theScreen.g = tex2D(_MainTex, zoomUV).g * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).g;
theScreen.b = tex2D(_MainTex, zoomUV).b * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).b;

if (_BorderOnOff == 0)

theScreen.r = tex2D(_MainTex, zoomUV).r;
theScreen.g = tex2D(_MainTex, zoomUV).g;
theScreen.b = tex2D(_MainTex, zoomUV).b;



if ((_RedCyan != 0)




ENDCG

Subshader
ZTest Always Cull Off ZWrite Off
ColorMask RGB


Pass

CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragLens
ENDCG





Fallback off

// shader


What is happening here? Can it be fixed?



Script:



void Start () 

if(!SystemInfo.supportsImageEffects)

enabled = false;
return;



void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)

if(LensShader != null)

material.SetFloat("_RedCyan", RedCyan * 10.0f);
material.SetFloat("_GreenMagenta", GreenMagenta * 10.0f);
material.SetFloat("_BlueYellow", BlueYellow * 10.0f);
material.SetFloat("_Zoom", 0.0f - Zoom);
material.SetFloat("_BarrelDistortion", BarrelDistortion);
material.SetTexture ("_BorderTex", TrimTexture);

if (TrimExtents == true)

material.SetInt("_BorderOnOff", 1);

else

material.SetInt("_BorderOnOff", 0);


Graphics.Blit(sourceTexture, destTexture, material);

else

Graphics.Blit(sourceTexture, destTexture);






void Update ()





void OnDisable ()
{
if(curMaterial)

DestroyImmediate(curMaterial);










share|improve this question
















Ok, I'm building for Oculus rift and am just trying to get chromatic aberration, or really any post-processing effects to work. The only way the effects show up is if I apply them to my CenterEyeAnchor camera in the OVRCameraRig. This works in editor but when I plug a headset in, the screen gets split into 2 x the number of effects scripts I apply:



enter image description here



I've been trying legacy image effects scripts (the up to date one does nothing), as well as this downloaded shader for chromatic aberration:



Shader "Hidden/LensCAAndDistortion" 
Properties
_MainTex ("RGB", 2D) = ""
_BorderTex ("Border", 2D) = ""


CGINCLUDE

#include "UnityCG.cginc"




uniform float _RedCyan;
uniform float _GreenMagenta;
uniform float _BlueYellow;
uniform float _Zoom;
uniform float _BarrelDistortion;
uniform int _BorderOnOff;

sampler2D _BorderTex;
sampler2D _MainTex;


half4 _MainTex_TexelSize;
half4 _UV_Transform = half4(1, 0, 0, 1);



float2 barrelDistortion(float2 theUV)


float2 h = theUV.xy - 0.5;
float r2 = h.x * h.x + h.y * h.y;
float f = 1 + r2 * (_BarrelDistortion * sqrt(r2));

return f * (1.0+_Zoom) * h + 0.5;



half4 fragLens (v2f_img i) : SV_Target

half2 zoomUV = i.uv;
float4 theScreen = tex2D(_MainTex, zoomUV);

if ((_RedCyan == 0) && (_GreenMagenta == 0) && (_BlueYellow == 0))

zoomUV = barrelDistortion(zoomUV);
if (_BorderOnOff == 1)

theScreen.r = tex2D(_MainTex, zoomUV).r * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).r;
theScreen.g = tex2D(_MainTex, zoomUV).g * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).g;
theScreen.b = tex2D(_MainTex, zoomUV).b * tex2D(_BorderTex, ((zoomUV * 0.9375) + 0.03125)).b;

if (_BorderOnOff == 0)

theScreen.r = tex2D(_MainTex, zoomUV).r;
theScreen.g = tex2D(_MainTex, zoomUV).g;
theScreen.b = tex2D(_MainTex, zoomUV).b;



if ((_RedCyan != 0)




ENDCG

Subshader
ZTest Always Cull Off ZWrite Off
ColorMask RGB


Pass

CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragLens
ENDCG





Fallback off

// shader


What is happening here? Can it be fixed?



Script:



void Start () 

if(!SystemInfo.supportsImageEffects)

enabled = false;
return;



void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)

if(LensShader != null)

material.SetFloat("_RedCyan", RedCyan * 10.0f);
material.SetFloat("_GreenMagenta", GreenMagenta * 10.0f);
material.SetFloat("_BlueYellow", BlueYellow * 10.0f);
material.SetFloat("_Zoom", 0.0f - Zoom);
material.SetFloat("_BarrelDistortion", BarrelDistortion);
material.SetTexture ("_BorderTex", TrimTexture);

if (TrimExtents == true)

material.SetInt("_BorderOnOff", 1);

else

material.SetInt("_BorderOnOff", 0);


Graphics.Blit(sourceTexture, destTexture, material);

else

Graphics.Blit(sourceTexture, destTexture);






void Update ()





void OnDisable ()
{
if(curMaterial)

DestroyImmediate(curMaterial);







c# unity3d shader virtual-reality






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 26 at 21:48







skyguy

















asked Mar 26 at 20:13









skyguyskyguy

2,7137 gold badges33 silver badges80 bronze badges




2,7137 gold badges33 silver badges80 bronze badges















  • Please post your script.

    – 0xBFE1A8
    Mar 26 at 21:02











  • see my edit above

    – skyguy
    Mar 26 at 21:48

















  • Please post your script.

    – 0xBFE1A8
    Mar 26 at 21:02











  • see my edit above

    – skyguy
    Mar 26 at 21:48
















Please post your script.

– 0xBFE1A8
Mar 26 at 21:02





Please post your script.

– 0xBFE1A8
Mar 26 at 21:02













see my edit above

– skyguy
Mar 26 at 21:48





see my edit above

– skyguy
Mar 26 at 21:48












0






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