Layers with higher priority are rendered on top of layers of lower priority. The Stereo Layers exist outside the game world and are layered based on the Priority setting on each layer. In addition to those Gear VR supports Cylinder and Cube layers. Only layer shape supported on all platforms are quadrilinear layers. Mixing Face locked layer priorities with World and Tracker locked layers by setting the vr.StereoLayers.bMixLayerPriorities console variable is not supported. If you care about the ordering, use different priorities.Ĭurrently, all other VR platforms share a default layers implementation which will support the following. When multiple layers have the same priority, layers are rendered in a non-defined order. To re-order which layers are rendered on top of other, you will need to physically move the layers you want to render first closer to the camera. This makes the layers behave as if the Support Depth flag is always set to true. The Oculus plugin treats all Stereo Layers as intersecting the scene. Supports the Support Depth flag on World and Tracker locked layers. Inside UE4 Textures used in Stereo Layers must be set to UserInterFace2D (RGBA) or they will not show up. When multiple layers have the same priority, layers are rendered by average distance from the HMD view. Performs backface culling on all layers, the layer is not visible from the reverse side. A workaround is to ensure that the texture does not have an alpha channel or is one-hundred percent opaque. Only supports the Quad stereo layer shape.ĭoes not support the No Alpha flag to ignore the alpha channel. Tracker Locked: The layer position is relative to the real-world tracking space around the playerįace Locked: The layer stays in the same place in the HMD view regardless of position or rotation.Īnother way to view the position types is by which aspects of the player position and rotation are taken into account when calculating the layer position relative to the view point: World Locked: The layer position is in game world coordinates. This section lists most of them by the implementation. Since the native VR platforms expose different features, the behavior of Stereo Layers can vary between platforms. VR Stereo Layers are supported on all VR platforms that Unreal Engine 4 (UE4) supports which include: ![]() In the following document, we will go over how you set up and use Stereo Layers across all VR Platforms that are supported. This is extremely useful for User Interface (UI) elements that you want to attach to the HMD but not be affected by post processing or anti-aliasing. Virtual Reality (VR) Stereo Layers allow you to send a separate Texture to the VR Head Mounted Display (HMD) and have it re-projected in a separate rendering pass than the rest of the project. ![]() Stereo Layers Texture Compression Settings
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