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INTEGRATION

VR & stereo

Supported stereo modes, comfort controls, and rendering limitations.

PACKAGE VERSION 1.1.0
On this pageSupported modesConfigure a materialApply a profile in bulk

Supported modes#

Supported across every shader family: Multi-Pass, Single Pass Instanced, and Android Multiview in the Built-in Render Pipeline, and Single Pass Instanced and Multiview under URP.

Retro geometry uses stereo-stable snapping: both eyes receive the same screen-space displacement, preserving binocular disparity. The material inspector exposes a VR / Stereo Comfort group with profiles and separate snap and affine strengths, and the Material Manager can apply them in bulk.

Two Built-in-only notes: deferred rendering does not support Single Pass Instanced, so use Forward for that mode, and Grab Distortion falls back to a stereo-safe surface ripple outside Multi-Pass.

Configure a material#

CrowPSX supports Multi-Pass, Single Pass Instanced, and Android Multiview in the Built-in Render Pipeline, and URP's Single Pass Instanced and Multiview modes.

  • Use the Forward rendering path for Single Pass Instanced. Built-in deferred does not support that mode.
  • Soft particles and Depth Volume decals require the camera depth texture.
  • Grab Distortion uses true scene refraction in Multi-Pass and a stereo-safe heat-ripple fallback in Single Pass Instanced/Multiview.
  • Use VR / Stereo Comfort to choose a profile or tune VR Snap Strength and VR Affine Strength independently. Stereo snapping shares one displacement between both eyes to preserve binocular disparity.

Apply a profile in bulk#

Applies a consistent VR comfort profile across compatible target materials. Off, Comfort, Balanced, and Full provide immediate starting points; Custom exposes separate snap and affine strengths. Terrain materials receive the snap setting and ignore affine strength because the Terrain shader does not use affine texture warping.

VR profiles only scale the existing retro effects during stereo rendering. They do not change the material's desktop Pixel Snap or Affine Warp values. Stereo snapping uses a shared displacement for both eyes in Multi-Pass, Single Pass Instanced, and Multiview.

CrowPSX 1.1.0 · CrowBite
Shader reference and setup guides.