I have been trying to do this one thing in unreal for over a year now.
I make 360 environment panoramas in equirectangular format.
Since UE skyboxes generally have the image on only one half of a sphere and mirror it, I make a sphere in a DCC like blender, flip its normals and import it into unreal.
then I map my 360 to the sphere and have an environment.
However.
I also make stereo versions in top bottom format.
I recently had to work on a project in Unity, which I hate to use but they have a skybox in unity, and it has support for stereo 360 equirectangular panoramas
I was able to just plunk them in and they worked.
I want to do this in unreal.
So I find this article explaining how to make a stereo material and map it onto an inveted sphere as I have already been doing , but its using a top bottom stereo, not just one image.
I followed the directions.
It worked!
However
It doesn’t work with the standard 4.27 vr template.
If I make a blank vr template with nothing else in it, the material will not split at the coordinate point and even if I use 2 images instead of the top bottom, I still get no stereo.
However, it DOES work in a project that was originally for 4.1, a zero g locomotion project from NikoKun that I was studying.
It is a super basic 4.1 vr template with zero g locomotion converted to 4.27 with a couple fixes for the controllers to work without errors, I import my android settings and controls, it works fine, but most importantly I can get full stereo on the environment sphere with a top bottom or two LR images.
I’ve checked the settings the original article warned about, all set fine.
I’m thinking it must be a particular line or command in one of the .ini files that’s changing how the engine is displaying.
This is the file, it has a stereo material on an inverted sphere.
I am not interested in the slightly broken locomotion atm
I am only interested in the material.
The 4.1 project won’t compile for the quest,
I can make a standard 4.27 VR template and have it set up to package for the quest in minutes, but this project has deprecated motion controller inputs which I was looking at, but think I will end up doing from scratch in the 4.27 template later,
I only care atm about how to make the 4.27 VR template work with this stereo material, what settings are different in the VR template that would kill this.
This is the original post I started from
But it does work fine in this converted 4.1 scene
This is extremely important to my project, I have been working on 360 stereo backgrounds for a couple years just waiting until I could do this, the 3d bkds are integral to the project.
I have literally a couple thousand of them.
I don’t want to use Unity even for this one project, even though it has the capability right there in its own specific shader.
If you look at the project you will see that the material is stereo, but if I put that same image and material into the standard vr template it doesn’t show in stereo, only one image is shown.
note that instead of the top bottom stereo with the constant vector 2 add, you can just plug the left and right images into the lerp and it works the same
the custom node contains
ResolvedView.StereoPassIndex
as a float 1
this is the image used feel free to test with it
It is my own work.
I’m planning to go through the ini files side by side to compare tomorrow.