Today I delivered my first hololens project to the customer (he’s happy). Pretty impressive hardware, equally neat API. Although the viewport feels rather small (thanks to other devices like the Rift being on the market), the Hololens still provides a much better and more immersive experience than any other solution I used for AR so […]
Unity’s new native VR support is a big improvement in regards to cost of rendering and thus performance. Unfortunately, things were “oversimplified” a little, and shaders do not get information about which eye is rendered for any given call.
Until there is an official solution to this problem, I am showing an easy hack to work around this issue, using Tomasz Stobierski’s Relief Terrain Shaders as an example.