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Question by Tinus · Apr 07, 2017 at 03:03 PM · vrshadowsdepth-buffer

Reversed-Z Shadow Issue

Our game Volo Airsport has large draw distances, so we're delighted with the introduction of reversed-z. We're having trouble getting it to work though.

https://www.youtube.com/watch?v=zf0AsxeeAJY

In the above video you can see a regular Unity camera presenting shadow z-fighting artifacts, and then a SteamVR camera with exactly the same settings. Near clip is 0.05, far is 18000. The only changes is me booting the scene with OpenVR as primary in project settings, instead of None.

Very consistently, the SteamVr cam behaves as expected, but the regular cam appears to not benefit from reversed-z at all.

In all cases SystemInfo.useReverseZ reports true. Perhaps SteamVR forces a 32-bit depth buffer and non-vr defaults to 24-bit, or something?

I'm having serious trouble figuring out what's causing this discrepancy. Any ideas?

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