Getting Depth Textures to work in VR (Single-pass & Multi-pass)

Posted in Programming, Unity3D

This was originally posted in the Unity Forums. Please respond to the thread here with any feedback, thank you 🙂 I’m in the (increasingly drawn out) process of adding VR support to my asset Fantastic Glass. I have the grab pass working, (most) inconsistencies caused by Single-pass dealt with, and everything is being synchronised to avoid any […]

VR Update – Fantastic Glass 1.2.3

VR Update – Fantastic Glass 1.2.3

Synchronised Depth Synchronised depth is implemented and makes all movement-based ghosting disappear. Depth updates have been redefined into 3 unambiguous modes: Quality/VR, Medium, and Performance. In some cases Performance will be extremely fast and look great, however, Quality is perfect for VR or scenes with fast moving objects and still performs well in VR. By […]

Fantastic Glass 1.2

Fantastic Glass 1.2

As we’re about to release version 1.2 of Fantastic Glass we thought it pertinent to slap together a quick blog post detailing what on earth Fantastic Glass is and why version 1.2 might be of interest. Fantastic Glass is a tool we built for creating and managing realistic and abstract objects with transparent volumes such […]