Search Issue Tracker
By Design
Votes
1
Found in
2019.4.29f1
2020.3.15f1
2021.3.0f1
2022.1.0a4
2023.1.0a1
2023.2.0a1
Issue ID
UUM-1850
Regression
No
[XR] Emission is rendered too bright for left eye when using Single Pass Rendering and Deferred Rendering Path
Reproduction steps:
1. Open the attached "case_1350710.zip" project
2. Load the "SampleScene"
3. Enter Play mode
Expected result: the "Sphere" GameObject is much brighter in the left eye
Actual result: the "Sphere" GameObject's emission is rendered the same for both eyes
Reproducible with: Legacy XR (2019.4.29f1), XR SDK 4.0.7, 4.1.0-pre.2 (2019.4.29f1, 2020.3.15f1, 2021.1.16f1, 2021.2.0b5, 2022.1.0a4)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The Scrollbar becomes unusable when adding Elements to the List
- "One or more data file missing for baking set NewScene Baking Set. Cannot load shared data." error in Player when a specific project is built
- Choosing new HDR Colour using RGB values breaks colour on Intensity Selectors
- Rendering/Decal Layer Mask options are different inside Prefab Mode and outside Prefab Mode when the project is upgraded to Unity 6
- Incorrect Realtime GI Light Probes baking when more than one Light Probe Group is used and "Baked Global Illumination" is enabled
Resolution Note:
as of 2020 unity does not support double wide rendering (aka single pass rendering) and older Legacy XR SDK.