{"action":"created","issue":{"url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/issues/212","repository_url":"https://api.github.com/repos/googlevr/gvr-unity-sdk","labels_url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/issues/212/labels{/name}","comments_url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/issues/212/comments","events_url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/issues/212/events","html_url":"https://github.com/googlevr/gvr-unity-sdk/issues/212","id":151159422,"number":212,"title":"Reflections on water-surface (Unity WaterProDaytime) are wrong","user":{"login":"miarchimi","id":15873119,"avatar_url":"https://avatars3.githubusercontent.com/u/15873119?v=4","gravatar_id":"","url":"https://api.github.com/users/miarchimi","html_url":"https://github.com/miarchimi","followers_url":"https://api.github.com/users/miarchimi/followers","following_url":"https://api.github.com/users/miarchimi/following{/other_user}","gists_url":"https://api.github.com/users/miarchimi/gists{/gist_id}","starred_url":"https://api.github.com/users/miarchimi/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/miarchimi/subscriptions","organizations_url":"https://api.github.com/users/miarchimi/orgs","repos_url":"https://api.github.com/users/miarchimi/repos","events_url":"https://api.github.com/users/miarchimi/events{/privacy}","received_events_url":"https://api.github.com/users/miarchimi/received_events","type":"User","site_admin":false},"labels":[{"id":662324761,"url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/labels/Unity%20bug","name":"Unity bug","color":"5319e7","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":13,"created_at":"2016-04-26T15:04:21Z","updated_at":"2018-03-06T09:24:59Z","closed_at":null,"author_association":"NONE","body":"In \"Stereomode\" With Cardboard Cameras (Camera Left and Camera Right) the Reflections on the Unity Water Prefab \"WaterProDaytime\" are wrong rendered. In the \"2D-View\" the reflections are correct rendered.\nIn the Unity Scene i use a Skybox witch is reflecting on the Unity-Water.\nAnd i use the Unity Prefab FirstPersonCharacter with his Camera.\nSee uploaded images:\n\n<img width=\"683\" alt=\"bildschirmfoto 2016-04-26 um 16 52 00\" src=\"https://cloud.githubusercontent.com/assets/15873119/14822821/64eb68d8-0bd0-11e6-9c8b-0cd71290aa68.png\">\n<img width=\"691\" alt=\"bildschirmfoto 2016-04-26 um 16 52 24\" src=\"https://cloud.githubusercontent.com/assets/15873119/14822832/6efea808-0bd0-11e6-845b-20c0178fc7c6.png\">\n"},"comment":{"url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/issues/comments/370717437","html_url":"https://github.com/googlevr/gvr-unity-sdk/issues/212#issuecomment-370717437","issue_url":"https://api.github.com/repos/googlevr/gvr-unity-sdk/issues/212","id":370717437,"user":{"login":"anubisza","id":910593,"avatar_url":"https://avatars1.githubusercontent.com/u/910593?v=4","gravatar_id":"","url":"https://api.github.com/users/anubisza","html_url":"https://github.com/anubisza","followers_url":"https://api.github.com/users/anubisza/followers","following_url":"https://api.github.com/users/anubisza/following{/other_user}","gists_url":"https://api.github.com/users/anubisza/gists{/gist_id}","starred_url":"https://api.github.com/users/anubisza/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/anubisza/subscriptions","organizations_url":"https://api.github.com/users/anubisza/orgs","repos_url":"https://api.github.com/users/anubisza/repos","events_url":"https://api.github.com/users/anubisza/events{/privacy}","received_events_url":"https://api.github.com/users/anubisza/received_events","type":"User","site_admin":false},"created_at":"2018-03-06T09:24:59Z","updated_at":"2018-03-06T09:24:59Z","author_association":"NONE","body":"Hi,\r\n\r\nI struggled with this for days and finally managed to fix it! The fix involves having one camera for each eye to render the reflection texture for that eye. It also seems like Unity/GVR is swapping the left/right eye cameras so I had to use the inverse in my WaterVR2.cs.\r\n\r\n For reference I'm using:\r\n- Unity 2017.3.1\r\n- Google VR SDK ForUnity v1.120.0\r\n- Google Pixel 1 Android device running Android 8.1\r\n\r\nMy patch was inspired by these fine souls:\r\n- https://github.com/Vytek/WaterVRTest\r\n- https://gist.github.com/miketucker/7253ec502f9ad205eee8a146481d6a74\r\n\r\nHow to try this fix in your project:\r\n1. Create a new Material called WaterVR\r\n2. Assign the attached GVR/WaterVR2 shader to the WaterVR material.\r\n3. Create a new Plane in your scene and attached the WaterVR2.cs script and the WaterVR material.\r\n4. Hopefully this works in the editor and your device!\r\n\r\n[WaterVR2.shader.txt](https://github.com/googlevr/gvr-unity-sdk/files/1784263/WaterVR2.shader.txt)\r\n[WaterVR2.cs.txt](https://github.com/googlevr/gvr-unity-sdk/files/1784264/WaterVR2.cs.txt)"}}
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