Implementing Stereo Rendering Using Stereo Shaders

In this approach, the development environment is Linux, so we are creating a Unity application specifically for the Linux platform. The virtual space is defined as a three-dimensional environment rendered by Unreal Engine. The image acquisition system captures stereoscopic images using a dual-lens setup, meaning two adjustable screens need to be placed in the virtual space. These screens will display the images captured by the left and right cameras, respectively, to create a composite image with a sense of depth, which is crucial for an accurate visual experience.

For the implementation, we leverage Unity’s built-in stereo rendering technology, allowing it to render both left and right eye images simultaneously for a VR-like dual-screen display effect. It is important to note that the left eye only displays the content of the left screen, while the right eye only displays the content of the right screen. The horizontal spacing between these two screens, which influences the stereoscopic depth effect, is adjustable for fine-tuning.

Ultimately, Unity uses the GPU on the PC to render the left and right camera images and transmits these image streams wirelessly to the VR headset client for display. Additionally, the VR headset client collects external sensor data and sends it back to the PC for further processing.

Please advise me on the correct approaches or provide some instructions.

AR Foundation is not supported in Linux standalone builds, so I’ve removed the AR Foundation tag on this post. Refer to our documentation for platform support information: AR Foundation | AR Foundation | 6.0.3.