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Protip: UE4 Selective Eye Rendering In Stereo

By on March 22, 2017

When using stereo instancing/multiview or the forward renderer, you can’t use screenposition or the stereo pass enum to determine whether you’re rendering the left eye or right eye.

Instead, in your material, you can use a custom node and return ResolvedView.StereoPassIndex to determine if you’re rendering left vs right eye.

We use this for our stereo billboards or stereo environment sphere materials.

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