Version: 2022.1
언어: 한국어
Universal Render Pipeline compatibility in XR
Single Pass Instanced rendering and custom shaders

Stereo rendering

VR and most MR devices require rendering the Unity scene in stereo. Unity XR supports two stereo render modes:

  • Multi-pass: in this mode, Unity renders the scene twice, performing a pass for each eye. This mode provides the widest compatibility with existing shaders and rendering utilities, but is the slower of the two modes.
  • Single pass instanced: in this mode, Unity renders the scene in a single pass using instanced draw calls. This mode greatly decreases CPU usage and slightly decreases GPU usage compared to rendering the scene twice.

Note: The earlier technique of rendering the scene into a double-wide texture using a single render pass is no longer available.

Set the render mode

You can find the Render mode setting under XR Plug-in Management in Player Settings. Each XR provider plug-in provides its own setting, if it supports different render modes.

To set a render mode:

  1. Open Project Settings (menu: Edit > Project Settings).

  2. Expand the XR Plugin Management section, if necessary.

  3. Select the settings page for the relevant provider plug-in.

  4. Choose a mode from the list.


    Render mode options in the MockHMD provider plug-in

Note: Some plug-ins name the setting Stereo Rendering Mode.

지원 플랫폼

  • PlayStation VR
  • Oculus Rift(DirectX 11)
  • HoloLens
  • Magic Leap
  • Multiview 확장자를 지원하는 Android 기기
  • 데스크톱에서 DirextX를 사용하는 경우 GPU가 Direct3D 11과 VPAndRTArrayIndexFromAnyShaderFeedingRasterizer 확장자를 지원해야 합니다.
  • 데스크톱에서 OpenGL을 사용하는 경우 GPU가 다음 확장자 중 하나를 지원해야 합니다.
    • GL_NV_viewport_array2
    • GL_AMD_vertex_shader_layer
    • GL_ARB_shader_viewport_layer_array

참고: 디퍼드 렌더링을 사용하는 경우 Unity는 레거시 렌더 파이프라인에서 싱글 패스 스테레오 인스턴싱을 지원하지 않습니다.

Universal Render Pipeline compatibility in XR
Single Pass Instanced rendering and custom shaders
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