How can I use Camera.Render() with single pass stereo? Currently, all I get is a black screen when I blit the RenderTexture from the Camera.Render() camera to the main camera. There seems to be no API to tell the camera to be in “single-pass stereo” mode, or to create a double-wide RenderTexture.
(I’m using a Hololens and I’ve tried this on 5.5 and 5.6b3.)
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Anyone ( @robinb-u3d )? Perhaps a better way to ask this is: Is there a way for more than one camera utilize Single Pass Stereo, or is this technique limited to the main camera?
I’m facing the same problem. Any updates?
By default, only naturally rendering cameras can do this. Camera.Render will always do a regular render without special / hacky code. This is a bug/limitation in Unity.
not really, check this out https://github.com/catoxliu/RenderTexture2DArray