I have tried several lighting settings for my VR application. Now i am using two directional lights the first one is baked, the other is dynamic. All the scene’s items are set to static unless they are moving or controlled by the player.
Though when i test my game on the Oculus Go there is ghost image (usually yellow) that only shows in the right eye. It doesn’t get worse when you turn your head it stays the same. The draw-call count is not very high.
- I tried baking my scene better.
- I removed everything skybox as
recommended by Oculus.
- I tried baking one light and using another
for dynamic lighting so there is no need for the mixed option.
- I am using the Lightweight render
pipeline and i have made some
shaders that use shader graph. (They
are not affected by the ghosting.)
- I tried to compile the shaders
made in shader graph to revert back
to standard render pipeline. (nope
It looks like this has something to do with the single pass setting. The left eye has NO ghosting.
Has somebody encountered this? and know how to solve it. Or any idea where i went wrong?
Building environment for Oculus Go, using LWRP and shader graph, yellow ghosting in right eye. Everything baked. Still broken. Help.