Hello,
we recently used the vignette effect from URP in our VR project, and we noticed a visual issue in the headset when the effect is active.
The effect I’m referring to is the following one, being in the URP version we are using (7.5.3) :
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.5/manual/post-processing-vignette.html
Taken from our project, here is a frame of the effect in action (with an additional color grading post effect applied at the same time), before being sent to the headset (we are running VR rendering in single pass mode) :
The effect is applied on both eyes, but the result is not quite what we were expecting, because the vignette effect is applied exactly the same way on both eyes. The result in the headset is a disturbing effect in terms of stereoscopic view, as if the vignette effect is not taking the space between the eyes correctly.
Having checked what Oculus do in their SDK, the “OVRVignette” they implemented does produce a result which seems correct in terms of stereoscopic view.
Anybody noticed a similar issue ? Are we missing something here with the configuration of the vignette effect in URP?
Thanks