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Wrong uv coordinates in post processing in VR

I've tried to test my post processing materials in Oculus Rift DK2. Unfortunately they are bugged in VR mode. So I tried to trace the problem and created simple post processing material outputting ScreenAlignedUVs node.

This is how it looks like when no VR is used. As expected it goes from 0 to 1 in both directions, so we get black to yellow, works fine! alt text

Now there's the same material but in VR mode. As you see it's wrong. While y coord still goes from 0 to 1 in both eyes, x coord goes from 0 to 1 in the left eye, but right eye has wrong x coord (I think it's from 1 to 2) alt text

Due to this my blendables are broken because I do distortion in the materials.

I'm using UE 4.7.

Product Version: UE 4.7
grad_novr.png (307.3 kB)
grad_vr.png (726.8 kB)
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asked May 18 '15 at 10:00 PM in Bug Reports

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Hello devast3d,

After looking over your issue it seems as though you material is displaying as intended. If you would like for this effect to take place in both eyes of the oculus rift, you will need to have the effect tile along the X axis of the screen. I hope this helps.


alt text

Make it a great day

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answered May 19 '15 at 03:39 PM

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Rudy Q ♦♦ STAFF
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avatar image devast3d May 19 '15 at 08:55 PM

It's a sad news since distortion-like materials which have some sort of effect center require additional hacks to support VR...

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