Forum Discussion
ShivekXR
2 years agoExplorer
Bug report - Half transparent materials leak Passthrough layer over solid objects
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report. Possible duplicate of: https://communityfo...
EudenOne
11 months agoExplorer
OVRManager.eyeFovPremultipliedAlphaModeEnabled = false; // change to true
I set this to TRUE. This line was in PassthroughFader.cs (MRMotifs) but also other examples might have it.
Doesn't fix all issues but I had hand rays that were not visible at all if they were not over opaque geometry.
What it's supposed to do (from: here ) :
Disabling eyeFovPremultipliedAlphaModeEnabled switches from premultiplied alpha blending to standard alpha blending. Premultiplied alpha blending can sometimes cause visual artifacts, such as flickering or halo effects, especially when dealing with semi-transparent pixels or certain lighting conditions. By disabling it, you will use standard alpha blending, which may handle these situations better and result in smoother visuals.
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