Hello,
I’m trying to understand and resolve a problem specific to the deffered rendering path. I’m creating an Alioscopy (3D without glasses) implementation in Unity and I’ve a problem when I turn the rendering in deffered.
The Alioscopy process need to render the scene with 8 cameras then blend them in a huge vertical one and take this last to render on the screen with a shader.
TO render the 8 cameras, I choose to directly create a big render Texture (the huge vertical one) and render each camera on a part of it.
So let assume we have a render texture of 720/2880, the first camera will render on the first 720/360 and etc…
This as been done by assign the render texture to all the cameras then use the normalized view port rect to set the render field…
This work perfectly on forward rendering but not on deffered.
By doing some test,(take one camera in deffered and one rendertexture), it seems that the problem is that we can’t render in a part of a texture with deffered rendering…
Does someone know why and how to avoid this?
Regards,
Pierre