After updating to Unity 6000.0.34f1 from some 2022 version many light sources only light stuff up in the left eye. A little angle dependent but 100% reproducible especially for spotlights. I have reproduced it in the simplest possible Unity project and the problem is the same for pure OpenXR and SteamVR using the built in rendering pipeline.
I have spent a few days on this now the only way I can fix it is if I replace all lights bounding volumes to extreme sizes:
light.useBoundingSphereOverride = true;|
light.boundingSphereOverride = new Vector4(0.0f, 0.0f, 0.0f, 5000.0f);
This is what makes me think it is a culling problem.
I’m not sure this post is a question but more of a bug rapport, though, should I file it somewhere? If anybody is interested I could send the sample projects they are very small, but it is also very easy to reproduce:
Create a new 3d project with built in render pipe.
Add OpenXR support
My camera is set to 5000m back clipping plane
At 100m I place a white standard cube and light it stright forward with a spotlight.
It looks good on the PC and on the left eye in VR but the light spot is not there on the right eye.
Edit:
I should probably add that I’m running on PC and have tested with multiple headsets (they actually behave slightly different, but all have the problem), and all are running through SteamVR 2.8.8
Yes it is reproducible with a back clip plane of 100 and the cube at the back of it, at very close distances it seems to work fairly well.
Hmm, this seems like a very fundamental bug for VR so they should fix it, if they don’t I’m in trouble. I made an attempt of switching to HDRP a couple of years ago but had big problems with a lot of asset store assets that I use not supporting it. Rewriting all those shaders would take me months. I guess I could downgrade the editor again but everything else works fine, and I get better performance out of the box (maybe that is cause by all those wrongly culled lights though :-D)
I’m having the same problem I believe. Spotlights seem to get culled for a % of the light on the right eye (the video shows left eye on the editor, but in VR it’s the right eye). The left eye renders without any issues.
The direction the camera is looking at and the position of the spotlight in relation to the camera seem to affect if this issue shows up or not. In the video we can see by rotating to look around it shrinks the weird shadow.
I’m using BiRP (for my use case changing it’s not possible), and Unity Version 6000.0.37f1
Everything else seems to be fine with the upgrade (I’m upgrading from 2021). But this issue is singlehandedly preventing me from upgrading. I’ve tried changing every option I could think of (including the ones suggested on earlier posts) without any change.