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?
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 
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?