# ScreenPosition differs in Translucent/Opaque

**URL:** <https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793>\
**Category:** Rendering\
**Tags:** stereo, unreal-engine, question\
**Created:** [December 9, 2016, 10:12am UTC](https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793 "2016-12-09T10:12:49Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![booniee](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@booniee](https://forums.unrealengine.com/u/booniee)\
**Post date:** [December 9, 2016, 10:12am UTC](https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793/1 "2016-12-09T10:12:49Z")

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The ScreenPosition(SceneTextureUV) node output differs depending on the BlendMode when using VR Preview with a HTC Vive (also happens with Standalone and “-emulatestereo”)

The material:

![118011-mat.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/6/8/5687d23fef858f203bd3e51c3e376aaf7b479977.png)

With Opaque/Masked

 ![117999-opaque.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/5/d/b5d60a0522b8d4c2d4b7117e6a26e7767a47712e.png)

With Translucent

 ![118000-translucent.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/2/9/729d16a8bc1f0477742f1baa8e7c9998b6826d3a.png)

It appears the screen is split into two [0.0, 0.5] ranges instead of one [0.0, 1.0].

That means this [Trick][4] to render different textures to each eye does not work with Opaque or Masked materials.

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**Author:** ![booniee](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@booniee](https://forums.unrealengine.com/u/booniee)\
**Post date:** [December 14, 2016, 9:20am UTC](https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793/2 "2016-12-14T09:20:42Z")

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I tested it in 4.13 and it does not happen, so this is specific to 4.14.

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**Author:** ![anonymous\_user\_0c62419a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0c62419a](https://forums.unrealengine.com/u/anonymous_user_0c62419a)\
**Post date:** [December 16, 2016, 4:44pm UTC](https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793/3 "2016-12-16T16:44:58Z")

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Hi Booniee,

I wasn’t able to reproduce this issue in standalone with -emulatestereo.

I created a material with screenposition plugged into emissive and made an opaque and translucent version of the same material. I then stacked two cubes on top of each other and applied a material to each for comparison (you can’t see the seam so it looks like a rectangular prism rather than 2 stacked cubes).

 ![119013-temp.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/c/3cc3c36ffa0f0c1d079f026801933b33290e2b46.jpeg)

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<div class="post-metadata">

**Author:** ![booniee](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@booniee](https://forums.unrealengine.com/u/booniee)\
**Post date:** [December 19, 2016, 11:28am UTC](https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793/4 "2016-12-19T11:28:25Z")

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I tested it in a blank project and had the same result as you did, but in the VR Blueprint I had the same problem. So it has something to do with the custom settings for VR.

Edit: The “Instanced Stereo” setting is the culprit. I guess it wasnt the default setting for the VR Blueprint in 4.13, thats why it worked with 4.13.

 ![119245-vr_bp.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/7/4/174542a8cf45c9c600abc5bf4609170dedf734f6.png)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0c62419a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0c62419a](https://forums.unrealengine.com/u/anonymous_user_0c62419a)\
**Post date:** [December 20, 2016, 6:09pm UTC](https://forums.unrealengine.com/t/screenposition-differs-in-translucent-opaque/378793/5 "2016-12-20T18:09:14Z")

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Hi booniee,

Thank you for your input. to that I found a bug in our database that already addresses this issue: [Unreal Engine Issues and Bug Tracker (UE-37487)](https://issues.unrealengine.com/issue/UE-37487)

You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers,
