VR and most MRMixed Reality
See in Glossary devices require renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary the Unity sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary in stereo. Unity XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary supports two stereo render modes:
Note: The earlier technique of rendering the scene into a double-wide texture using a single render pass is no longer available.
See How to maximize AR and VR performance with advanced stereo rendering for background information. Single-pass instanced stereo rendering is now available on most VRVirtual Reality More info
See in Glossary platforms.
You can find the Render mode setting under XR Plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary Management in Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary. Each XR provider plug-in provides its own setting, if supported.
To set a render mode:
Open Project Settings (menu: Edit > Project Settings).
Expand the XR Plugin Management section, if necessary.
Select the settings page for the relevant provider plug-in.
Choose a mode from the list.
Render mode options in the MockHMD provider plug-in
Note: Some plug-ins name the setting Stereo Rendering ModeA Standard Shader Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use. More info
See in Glossary.
Single-pass instanced render mode is supported on the following platforms and devices:
VPAndRTArrayIndexFromAnyShaderFeedingRasterizer
extension.GL_NV_viewport_array2
GL_AMD_vertex_shader_layer
GL_ARB_shader_viewport_layer_array
If you set the Render Mode to Single Pass Instanced when that mode is not supported, then rendering falls back to multi-pass mode.
Note: Unity doesn’t support single-pass stereo instancing in the built-in, legacy render pipeline when using deferred rendering.