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Just tested the latest version on my DK2 + Windows 10 setup (I compiled from source so I downloaded the latest Steam VR Unity package as well), and the water rendering seems unhappy... :(
I'm not sure if that's a shadow or a reflection, but it seems locked to camera's yaw with its pitch.
I have no idea what's going on.
The text was updated successfully, but these errors were encountered:
The water shader is using the depth buffer to differentiate between sky / background and level / foreground. Unfortunately it seems to flip spontaneously - I've had the same issue when enabling the deferred rendering path and in the editor view.
I updated to Unity 5.6f3, rechecked this... and experienced the same issue consistently, not flipping arbitrarily anymore.
The small maintenance update (917be82) should fix this issue.
No guarantees that it'll still work with VR as I can't test it anymore. Toggling between "VR" and "non-VR" controls can be enabled by pressing v, though. (Unrelated issue, OpenVR.IsHmdPresent() returns true even though no HMD is present.)
Just tested the latest version on my DK2 + Windows 10 setup (I compiled from source so I downloaded the latest Steam VR Unity package as well), and the water rendering seems unhappy... :(
I'm not sure if that's a shadow or a reflection, but it seems locked to camera's yaw with its pitch.
I have no idea what's going on.
The text was updated successfully, but these errors were encountered: