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Unity Engine


StartMultiEye

Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext.
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Definition

StartMultiEye(Camera)

Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext.
public void StartMultiEye(Camera camera)

Parameters

camera

Camera to enable stereo rendering on.

Remarks

Activates stereo rendering on the ScriptableRenderContext and camera. When used in conjunction with ScriptableRenderContext.StopMultiEye, these APIs provide fine-grained control of which draw calls are multi-plexed for stereo purposes. For example, you would wrap your opaque and transparent passes with ScriptableRenderContext.StartMultiEye and ScriptableRenderContext.StopMultiEye, but you could exclude your shadow rendering.
Note that only draws are affected by this API. Compute work is not automatically adjusted for stereo, therefore, per-eye compute work must be manually generated.

StartMultiEye(Camera, int)

Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext.
public void StartMultiEye(Camera camera, int eye)

Parameters

camera

Camera to enable stereo rendering on.

eye

The current eye to be rendered.

Remarks

Activates stereo rendering on the ScriptableRenderContext and camera. When used in conjunction with ScriptableRenderContext.StopMultiEye, these APIs provide fine-grained control of which draw calls are multi-plexed for stereo purposes. For example, you would wrap your opaque and transparent passes with ScriptableRenderContext.StartMultiEye and ScriptableRenderContext.StopMultiEye, but you could exclude your shadow rendering.
Note that only draws are affected by this API. Compute work is not automatically adjusted for stereo, therefore, per-eye compute work must be manually generated.