Hi All
I have created a proof of concept scene that show the effects of depth based rendering optimization. I am having trouble getting this to work in 'VR mode' in Unity 5.2.1.
I have two cameras with each their frustum rendering 'near' and 'far' objects in the scene. The 'near' camera render close vicinity high polygon objects and the 'far' camera renders low polygon objects far away. Simple stuff.
I have a third camera that combines the RenderTextures of the 'near' and 'far' camera...
Depth based LOD optimization in VR mode [SOLVED]
I have created a proof of concept scene that show the effects of depth based rendering optimization. I am having trouble getting this to work in 'VR mode' in Unity 5.2.1.
I have two cameras with each their frustum rendering 'near' and 'far' objects in the scene. The 'near' camera render close vicinity high polygon objects and the 'far' camera renders low polygon objects far away. Simple stuff.
I have a third camera that combines the RenderTextures of the 'near' and 'far' camera...
Depth based LOD optimization in VR mode [SOLVED]