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Sep 14, 2019 at 20:10 answer added Bolt timeline score: 4
Dec 2, 2018 at 17:57 answer added aeroson timeline score: 1
Mar 13, 2018 at 20:40 comment added Chris Cummings Just posting another solution on git hub, as I had to do some work to get this working in both normal/stereo and single/multi pass, and managed to simplify quite a bit using some of the later unity features. github.com/chriscummings100/worldspaceposteffect Again, lots of credit for @DMGregory
Jul 13, 2017 at 19:49 answer added colourmath timeline score: 4
May 11, 2017 at 4:51 comment added zezba9000 Fully working solution on GitHub: github.com/zezba9000/UnityMathReference/tree/master/Assets/… Lots of credit for @DMGregory !!!
Apr 13, 2017 at 12:33 vote accept OC_RaizW
S Apr 13, 2017 at 12:33 history bounty ended OC_RaizW
S Apr 13, 2017 at 12:33 history notice removed OC_RaizW
Apr 13, 2017 at 12:33 vote accept OC_RaizW
Apr 13, 2017 at 12:33
Apr 10, 2017 at 13:27 history tweeted twitter.com/StackGameDev/status/851426411239886849
Apr 10, 2017 at 10:03 history edited OC_RaizW CC BY-SA 3.0
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S Apr 7, 2017 at 10:54 history bounty started OC_RaizW
S Apr 7, 2017 at 10:54 history notice added OC_RaizW Draw attention
Apr 1, 2017 at 3:23 comment added OC_RaizW @DMGregory Thank you for taking your time to solve this. I edited the question. As a non-expert I get that inside your solutions there is the solution for my problem. But I dont exactly get how to implement the solution right now in my ComputeShader script. Could you... help? :-/ You are using _ClipToWorld,
Apr 1, 2017 at 3:17 history edited OC_RaizW CC BY-SA 3.0
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Apr 1, 2017 at 3:12 vote accept OC_RaizW
Apr 1, 2017 at 3:24
Apr 1, 2017 at 2:05 vote accept OC_RaizW
Apr 1, 2017 at 3:05
Feb 22, 2017 at 18:39 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jan 19, 2017 at 22:57 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Dec 20, 2016 at 15:41 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Nov 10, 2016 at 6:04 answer added DMGregory timeline score: 10
Nov 9, 2016 at 13:29 comment added OC_RaizW @DMGregory Here you go sir. bilder-upload.eu/upload/7fdfe0-1478698571.png
Nov 8, 2016 at 13:00 comment added DMGregory I tried over the weekend - unfortunately Oculus Home is crashing on my PC as soon as I connect the HMD. So I won't be able to test & validate a solution until I've solved that issue. I can do some mockups with manually skewed frustums, but I'm not sure if they'd match the situations you see in VR. ...we could take a shortcut if you can dump the projection matrix you get when using each eye's VR camera, then I can copy those and make sure the method works correctly on those test cases.
Nov 8, 2016 at 12:53 comment added OC_RaizW @DMGregory : Hello Sir - Did you come up to a solution or can you give me an advice to solve this matter? :-)
S Nov 3, 2016 at 17:17 history bounty ended CommunityBot
S Nov 3, 2016 at 17:17 history notice removed CommunityBot
Nov 3, 2016 at 14:55 comment added OC_RaizW I think in the VR future this will be significant for many shaders.
Nov 3, 2016 at 11:40 comment added DMGregory Since this question currently has no upvotes, I doubt it's millions. ;)
Nov 3, 2016 at 10:05 comment added OC_RaizW @DMGregory You would help me - and millions others who try to get those coordinates.
Nov 3, 2016 at 5:31 comment added DMGregory If you don't use the @ sign, I don't get a notification that you've asked me a question. ;) It's late at night for me now — I just clicked in to see how this question was doing — but I can give it a shot with my DK2 this weekend to test it out.
Nov 2, 2016 at 15:53 history edited OC_RaizW CC BY-SA 3.0
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Oct 31, 2016 at 11:59 comment added OC_RaizW DMGregory: At least give me a hint how to solve this problem man :/ ....
Oct 28, 2016 at 12:12 comment added OC_RaizW Sooo DMGregory: Are you up for the challenge?
Oct 26, 2016 at 21:50 comment added OC_RaizW "but is it possible the formulas being used above assume a symmetrical frustum?" Yes- exactly thats why i think the problem occurs. ^^
Oct 26, 2016 at 18:07 comment added OC_RaizW well yes- i think that could likely be the reason.
Oct 26, 2016 at 16:02 comment added DMGregory I haven't worked through all the math, but is it possible the formulas being used above assume a symmetrical frustum? A VR frustum will typically be slightly skewed (so the directions to the left and right edges are not equidistant from the camera's forward direction/axis). It seems like the skew information would be present in the projection matrix, but might not be read & used correctly if the formula assumes (from non-VR cases) that the image plane is centered about the camera's axis.
S Oct 26, 2016 at 15:36 history bounty started OC_RaizW
S Oct 26, 2016 at 15:36 history notice added OC_RaizW Draw attention
Oct 26, 2016 at 15:17 comment added 3Dave The projection matrices are supposed to be different. This is to compensate for the lens distortion in the headset. Are you sure the coordinates are wrong? They will be different in the HMD than in the game view on the primary display.
Oct 26, 2016 at 13:37 history edited OC_RaizW CC BY-SA 3.0
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Oct 26, 2016 at 13:18 history edited OC_RaizW CC BY-SA 3.0
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Oct 26, 2016 at 11:50 history edited OC_RaizW CC BY-SA 3.0
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Oct 26, 2016 at 11:49 comment added OC_RaizW the stereo separation is inside the view matrix- thats true. But i get a slightly different projection which results in different (wrong) coordinates I get.
Oct 24, 2016 at 14:28 comment added 3Dave This shouldn't matter. The stereo separation is represented in the view matrix, which will be different for each shader invocation. The formula is unchanged.
Oct 24, 2016 at 13:33 history asked OC_RaizW CC BY-SA 3.0