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Fix auto exposure flickering on the right eye #5922
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Fix auto exposure flickering on the right eye #5922
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LGTM
com.unity.postprocessing/PostProcessing/Runtime/Effects/AutoExposure.cs
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multipass mode renders with a single eye since it does it in two passes. using xrActiveEye will ping pong between 0 and 1 but here we always want to pass 0 since we have a single eye.
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com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs
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This reverts commit d0b5952.
com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs
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Can you add a QA to verify (Jason or Ryan)? Otherwise, LGTM |
Hi @JasonCostanza can you help with testing to see if this fogbugz case is fixed, and there's no regressions with other postfx effects? |
I'll get on this today or tomorrow if that's okay |
gentle ping on this |
Ah, apologies fell off my radar. Putting a note on my monitor to not forget this! Flight Control was down for a while so I lost visibility on some PR's I was assigned, it's back up now |
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2022.1.0a12.1604
Revision: trunk 816252c3efbb
Built: Wed, 06 Oct 2021 17:58:29 GMT
commit 349d581 (HEAD -> xr/graphics/fix-autoexposure-flicker-right-eye, origin/xr/graph
Both eyes render equally on WMR HMD in play mode as described in the bug. LGTM
this seems to be blocking merge. dismissing since it's outdated
Please read the Contributing guide before making a PR.
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Purpose of this PR
Fix auto exposure flickering on the right eye https://fogbugz.unity3d.com/f/cases/1336238/
multipass mode renders with a single eye since it does it in two passes.
using xrActiveEye will ping pong between 0 and 1 but here we always want to pass 0 since we have a single eye.
Testing status
trunk, 2020.3.11f1, 2019.4.30f1
https://unity-ci.cds.internal.unity3d.com/job/9175200
https://unity-ci.cds.internal.unity3d.com/job/9175186
https://unity-ci.cds.internal.unity3d.com/job/9175557
Comments to reviewers
Notes for the reviewers you have assigned.