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 have not experienced the issue, the following material:
,
Produces the following result in VR:
Might be something to do with your material setup, mind posting the relevant section of it. This seems unlikely, but my projects usually have instanced stereo enabled as does this one(I am not going to recompile the shaders to test this atm), try turning it on if you have it disabled. Or it could be something completely unrelated that I can not think of right now.
I’ve used default parameter settings for the fresnel function and this here is my material setup but if I change it to what you’ve posted before (color * fresnel = emissive) it’s the same strange effect.