Unity Issue Tracker - _WorldSpaceCameraPos is not set correctly for both eyes
Fixed
UUM-2514
_WorldSpaceCameraPos is not set correctly for both eyes
Unity: Graphics XR
XR
URP
MultiPass
Fixed
2023.2.X
2023.1.X
2022.3.X
2021.3.X
Won't Fix
2023.3.X
2023.3 already contains the fix thus no port is needed.
Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass
Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass.
Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass.
Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass.
In multi-pass rendering mode the world space camera position value is the same in both eyes, resulting all view dependent fragment shading to be incorrect. This includes reflection, parallax mapping, specular lighting, etc.
Steps to reproduce:
1. Create a URP project.
2. Install XR Plug-in Management and necessary vendor plugins or MockHMD.
3. Setup a simple scene that uses reflection probe, and put some shiny (reflective) cubes inside the reflection probe.
4. Switch "Render Mode" under current active device in XR Plug-in Management to "Multi Pass".
5. Play or deploy the scene.
Move your head / camera around and observe the reflection on the shiny cubes.
Expected result: The reflection probe cubemap is sampled from different view angles in left/right eyes, creating a reflection with depth on the cubes.
Actual result: The reflection probe cubemap is sampled from the same view angle in left/right eyes, creating a flat reflection on the cubes.
Note: The difference would be subtle if only comparing screenshots, it's the best to put on a headset and observe.
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