I'm currently playing around with the Post Process Stack which was recently released by Unity:
https://www.assetstore.unity3d.com/en/#!/content/83912 When I turn on Ambient Occlusion and look through the HTC Vive, it looks like the AO in each eye are "not aligned," which somewhat gives a nauseating double vision effect. From my understanding, the offset between the left and the right eye is the cause (correct me if I'm wrong). Does that mean AO post processing should not be used in VR, and should be baked instead?
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Worked well, but I had to disable the normal map which was used to break up the low sampling. The normal map is applied in screen space, which looks terrible in VR, like it's stuck in your eyes.