Hello guys, I recently finished a scene where I use PBR materials made with Substance Painter. I have experiment with a first person controller. An this is the current look:
The problem comes when I use the VRManager, where this issue happens:
Is not static, that shading artifact changes dinamically when the manager moves or rotates. Looks like two kind of shading but neither of those are equal to the final result. Seems that the clear one reflects the full intensity of the skybox and the other one doesn’t reflect anything (only albedo textures are working). This happens with DirectX13 configuration. But I have try to use OpenGLCore and DirectX9 in Unity (also choosing the same option in the MiddleVR configuration window). With OpengGL configuration appear a beautiful pink screen and DX9 configuration all look with the full skybox shading:
Just like some areas of the last image. Also I noticed that when I have a different configuration in Unity and MiddleVR Configuration window (like Unity-> DX13, MiddleVR Configuration DX9). The scenario looks full like the other shading artifact (only albedo texture working, no any kind of reflections).
So I have been testing with the previous versions of the scene to find the problem, until notice that the issue is caused by the reflection probe I use here. If I desactivate the reflection probe, the artifacts go away…
… with the reflections of the scene.
I have been looking for information about this, threads and in the MIddleVR documentation and I haven’t found absolutely nothing about reflection probes in the documentation. So now I think that MiddleVR doesn’t support reflection probes in Unity. I have created this threat to know if my suspicion is actually true or someone here can tell me something about this or how to fix it. Thanks in advance and sorry for my poor english.