I’m using a fresnel function in one of my materials. However, it really looks messed up with the HMD, because wide areas of the right eye image seem to be rendered totally wrong (maybe “over-saturized” describes it best).
I found this post here: [Bug]? Fresnel on VR (oculus) : L/R eye different - UE4 AnswerHub but I’m not sure what exactly Roel is suggesting. How do I create such a Material Parameter Collection, how do I use it in the Fresnel function (or do I have to implement it on my own) and is there a better way (maybe a VR_Fresnel function)?
Thanks for advice,