Difference between left and right eye render when using HDRP Volumetric Fog in VR

In the steam VR view where you can see the rendering of both eyes separately, it is clearly visible that there is a difference between the left and right eye render.

When we disable ‘volumetric fog’ in the HDRP volume, this difference is gone.

Is there a way to fix this?

Can you clarify the issue ?
Or even better, log a ticket with repro steps ?

This is a reproducable scenario:

Setup:

  • Unity 2020.2.0b12
  • HDRP 10.2.0

A scene with two elements

  • Steam VR player object (contains the camera)
  • HDRP volume object with volumetric fog

two screenshots:

  • one with volumetric fog enabled (eyes are different, this is unwanted)
  • one with volumetric fog disabled (eyes are the same, this is what we want but with the volumetric fog enabled)

FOG ENABLED:


FOG DISABLED:

Is this with multipass or single-pass instancing ?
We’d still need a ticket + repro project to make sure this issue is prioritized properly.

single-pass instanced.

We will make the ticket asap.
could you send us the link for this?

Thanks!

https://fogbugz.unity3d.com/default.asp?1295399_3hjd87a2s9f0j29a

As stated in the bug report: we think we got it nailed down to a problem with HDRP 10.2.0 that is not there in 10.1.0

@fabien-unity When could we expect some feedback on that ticket?

Hi,

Thanks for the report, I was able to confirm and fix the issue.
It’s going to take some time until the fix is published in the next HDRP version (a few weeks or more).

Here’s a PR with the fix: https://github.com/Unity-Technologies/Graphics/pull/2823 if you want to apply it to a local copy of SRP.

Cheers,
Fabien

Thanks a lot for your feedback!
and the fix of course :slight_smile:

looking forward to that new version.

Thanks for the fix, I had the same problem in VR with HDRP using volumetric fog.

I updated my local file and it fixed the issue fine.

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Still having this issue, how can I resolve?