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This repository was archived by the owner on Mar 3, 2020. It is now read-only.
Hi! We have integrated FBCapture in our VR application. We are facing an issue with 360 degree capture for our Billboarded objects in Unity scene. They seem to be flipped vertically in the screenshot and VoD. By Billboarded objects i mean objects always facing the camera. In our case they are just sprites created in Geometry shader. We use sign of _projectionparams.x (Unity built-in shader variable) to detect flipped projection and based on that we invert UVs of billboarded sprite vertically. Sprites in our scene look fine but when we capture it using FBCapture they are getting inverted in saved o/p file. Below are the pictures which illustrate the issue. We appreciate your help here!
Hi! We have integrated FBCapture in our VR application. We are facing an issue with 360 degree capture for our Billboarded objects in Unity scene. They seem to be flipped vertically in the screenshot and VoD. By Billboarded objects i mean objects always facing the camera. In our case they are just sprites created in Geometry shader. We use sign of _projectionparams.x (Unity built-in shader variable) to detect flipped projection and based on that we invert UVs of billboarded sprite vertically. Sprites in our scene look fine but when we capture it using FBCapture they are getting inverted in saved o/p file. Below are the pictures which illustrate the issue. We appreciate your help here!
original scene:


FBCapture: