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Some problems encountered in unity steamvr
2022-06-30 04:57:00 【LintonL】
I've been doing steamVR The development of some projects , Encountered a lot of problems , Some basic , Can see demo Or it can be solved under Baidu , So I won't talk , Some of them have some strange questions , When I first encountered these problems , Really confused , No clue at all , Where do you start . But after a long trial , Look for possible causes , Eliminate conjecture , Narrow the scope of , Finally, we found the reason . Let's start by writing a few of the things we've encountered now , There will be , Add again .
1. Model in VR It will be gray in the middle , The color is not normal
stay VR in , Sometimes I find out , The scene will be gray , Color, illumination, etc. are not normal , That could be Color Space The settings don't match your material ,Color Space stay Palyer Setting/Other Setting/Rendering/Color Space, It has two options :Gamma and Linear,VR There will be recommended settings when importing , If you accept this Color Space Automatically change to Linear,Linear Is to use multiple maps ( Main map , The light map , Normal mapping, etc , Don't know much about , Listen to art ) To present the material effect , relatively speaking , This material , stay VR The effect will be much better , But many models are not in this mode , At this moment in VR The rendered model will be grayed out , Change it to Gamma that will do . But if there is enough time , When the art technology meets the standard , Or choose Linear, It works better .
2.spotLight Normal when running in the editor , There is no flashlight glow when exporting
It was changed in the editor yesterday bug, There is nothing wrong with running the project , The export runs with the server on the platform , Find out SpotLight The flashlight glow is gone , You can only see the light of a wall , Sometimes there is light everywhere ..... I thought about it all day , A day's test , After eliminating the impossibilities, we finally found the problem , In fact, this problem should not belong to VR, Should not belong to software ...... stay Light One of the components Render Mode attribute , Render properties , Generally, the default is Auto Automatic selection , also Important and NotImportant Two options , The following figure shows the official website API Explanation given in the document 
Automation is based on the performance of the machine you are running , The software automatically selects ,Important It's pixel by pixel ,NotImportant It's not pixel by pixel , That is, render per vertex . Light up by the top , To put it simply, first calculate the lighting color for each vertex , Then the pixel color is linearly interpolated in the area covered by the polygon through the vertex , In some cases, there will be obvious edges and corners .. In reality, the computation amount of vertex by vertex illumination is often less than that of pixel by pixel illumination . But pixel by pixel light is more subtle , It also looks more comfortable . I'm not very proficient in the details , If you are interested, you can check the information . We need a clear aperture like a flashlight , Of course, you have to choose the fine one Important, Directly force pixel by pixel lighting calculation . This is what I said before , It is not the cause of the software problem , choose Auto, Not necessarily wrong , If your computer is good enough, it should default to pixel by pixel ( Speculative , Never tried. , After all, the company's computers are really bad ).
These are just some opinions of my novice , Something written incorrectly or badly , I hope you guys don't spray , Also welcome to help me point out . thank you . If there are new problems found in the work, update them .
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