
Single-Pass Stereo VR rendering: Left-eye and right-eye images packed together Normal VR rendering: Left-eye image on the left, right-eye image on the right The comparison images below show the difference between normal VR rendering and Single Pass Stereo rendering. The GPU only needs to iterate through all the GameObjects in the Scene once for culling purposes, and then renders the GameObjects that survived the culling process. Single Pass Stereo rendering allows the GPU to share culling for both eyes. There are also fewer graphics command state change switches, because the GPU renders each GameObject in a ping pong fashion (alternates rendering of objects between eyes). During Single Pass Stereo rendering, both eyes share the work required by culling and shadow computation. More info See in Glossary that has a Renderer component, however, it only iterates through the Scene graph once when rendering for both the left and right eyes. A GameObject’s functionality is defined by the Components attached to it.

More info See in Glossary twice using 2 draw calls for each GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Unity renders the Scene A Scene contains the environments and menus of your game.

More info See in Glossary that is twice the width of a single eye texture.

Then you can use the Render Texture in a Material just like a regular Texture. To use them, first create a new Render Texture and designate one of your Cameras to render into it.

It renders both left and right eye images at the same time into one packed Render Texture A special type of Texture that is created and updated at runtime. Single Pass Stereo rendering is a feature for PC and PlayStation 4-based VR applications.
