Unity supports single-pass stereo rendering for Android devices that support multiview. Multiview consists of the GL_OVR_multiview2 and GL_OVR_multiview_multisampled_render_to_texture OpenGL ES extensions. These extensions require shaders to use a 2D texture array that consists of two slices, one slice per eye. This differs from Unity’s PC/PS4 implementation of single-pass stereo rendering which uses a double-wide 2D texture. This means that shader modifications to support single-pass stereo rendering on Android are different from other platforms.
To use single-pass stereo rendering with custom shaders, you may need to include additional shader code. You don’t need to include additional code if your custom shaders are:
Note: These shader changes are compatible with multi-pass stereo rendering.
If you want to use the unity_StereoEyeIndex
built-in shader variable to know which eye the GPU is rendering to, you must declare UNITY_VERTEX_OUTPUT_STEREO
in any shader stage output structs that you have. For example:
struct v2f {
float2 uv : TEXCOOR0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
To initialize the output data, use UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO()
in the vertex shader function. For example:
v2f vert (appdata v)
{
v2f o;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
To initialize unity_StereoEyeIndex
in subsequent stages, add UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX()
at the beginning. For example:
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// テクスチャをサンプリング
fixed4 col = tex2D(_MainTex, i.uv);
// fog を適用
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
If your shaders use other shader stages, use the UNITY_TRANSFER_VERTEX_OUTPUT_STEREO()
macro to transfer the eye index to the subsequent stages.
Tip: To calculate the final position of the object, it’s best practice to use UnityObjectToClipPos(IN.vertex)
instead of mul(UNITY_MATRIX_MVP, IN.vertex)
.
You must update post-processing shaders to deal with the eye textures being a 2D texture array. To help with this, Unity includes the UNITY_DECLARE_SCREENSPACE_TEXTURE()
macro. To make textures work in both multi-pass and single-pass modes, wrap each textures in this macro. Also, when you sample the texture, use the UNITY_SAMPLE_SCREENSPACE_TEXTURE()
macro.
This macro requires that you call UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX()
beforehand when in single-pass mode. Unity also includes similar macros for depth textures and screen space shadow maps. You can see the full list at the bottom of HLSLSupport.cginc
.