For the last 6 months or so, I’ve been struggling with getting a black hole to look right on Pimax. It seems to be sampling a different part of the scene per eye. Does Pimax broadly offer any developer support or perhaps just take a one off and tell me wtf I need to do to fix it? I’m happy to share the shader (built with Unity URP shader graph).
EDIT: the below code worked for my use case by changing the formula to:
OUT.x *=.5; (presumably same effect as the original /=2 in the screenshot below, but I was experimenting and stopped when it worked).
OUT.y *= .5;
It still doesn’t look right with a high distortion, but for my purposes I’m currently satisfied with the outcome. I’ll probably revisit as I get closer to a final product.
That being said, happy to continue chatting about it if anyone happens upon this and has ideas/questions.