Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
stephen_r_ouell's avatar
stephen_r_ouell
Honored Guest
8 years ago

Oculus Rift LocalAvatar Shader Issue with LWRP

Currently having issues in Unity 2018.2.0b1 with the Lightweight Render Pipeline and Oculus rifts shader's. Is there a fix for this? currently the hands in scene view are pink, and when i build, they don't show up at all. I believe its an issue with the shader's and their compatibility with the LWRP

Unity Version 2018.2.0b1
LightWeight Render Pipeline Version 1.1.8 current preview

10 Replies

Replies have been turned off for this discussion
  • Unity 2018.2 its no longer in beta.  The shaders with the Local and Remote avatar don't work in LWRP.   Is Oculus waiting for Unity to bring the LWRP  out of "Preview" before creating shaders for the Avatar to work with LWRP?

    For now my workaround is to create some shaders with Unity Shader graph.  I've replaced all the Oculus shaders.  It cuts out the magenta but looks like hard plastic.  I just don't want to spend too much time making a shader in shader graph when I know Oculus will make some awesome Avatar shaders for both Unity LWRP and HDRP at some point.  Just not sure when.

  • Unity 2018.2 its no longer in beta.  The shaders with the Local and Remote avatar don't work in LWRP.   Is Oculus waiting for Unity to bring the LWRP  out of "Preview" before creating shaders for the Avatar to work with LWRP?

    For now my workaround is to create some shaders with Unity Shader graph.  I've replaced all the Oculus shaders.  It cuts out the magenta but looks like hard plastic.  I just don't want to spend too much time making a shader in shader graph when I know Oculus will make some awesome Avatar shaders for both Unity LWRP and HDRP at some point.  Just not sure when.

  • @imperativity  Unity 2018.2 its no longer in beta.  The shaders with the Local and Remote avatar don't work in LWRP.   Is Oculus waiting for Unity to bring the LWRP  out of "Preview" before creating shaders for the Avatar to work with LWRP?

    For now my workaround is to create some shaders with Unity Shader graph.  I've replaced all the Oculus shaders.  It cuts out the magenta but looks like hard plastic.  I just don't want to spend too much time making a shader in shader graph when I know Oculus will make some awesome Avatar shaders for both Unity LWRP and HDRP at some point.  Just not sure when.

  • @imperativity  Unity 2018.2 its no longer in beta.  The shaders with the Local and Remote avatar don't work in LWRP.   Is Oculus waiting for Unity to bring the LWRP  out of "Preview" before creating shaders for the Avatar to work with LWRP?

    For now my workaround is to create some shaders with Unity Shader graph.  I've replaced all the Oculus shaders.  It cuts out the magenta but looks like hard plastic.  I just don't want to spend too much time making a shader in shader graph when I know Oculus will make some awesome Avatar shaders for both Unity LWRP and HDRP at some point.  Just not sure when.

  • Anonymous's avatar
    Anonymous
    Hello guys,
    I am using the VR Lightweight Pipeline. The oculus hands appear PINK and so the controllers. As with other materials that are not for the Lightweight pipeline, one can change the shader to the Lightweight and its corrected. NOT SO with the Oculus hands and controllers they appear in Runtime only. How can I get the standard materials of hands and controllers to with with the Lightweight pipeline? Thanks all for your help.
  • The Scriptable Render Pipeline (upon which LWRP is based) is still in preview (even though Unity 2018.3.0 is released).  Welcome to the downside of Unity Packages.  :) 

    Have you tried creating your own LWRP CustomControllers based on the Oculus sample?

  • Also, see my comment here: https://forums.oculusvr.com/developer/discussion/71936/0/
  • so i ran into this issue today and created a script to help. its just grabs the newly spawned hands at start and changes their texture. its not a perfect system but it works for me until the get it fixed.

    // assign this script to the OVR player
       public Material mat; // this is the material you want the hands changed too. drag and drop it in the inspector

        private GameObject handLeft;
        private GameObject handRight;

     


        //
        void Update()
        {
            // grab the hands based on their name
                handRight = GameObject.Find("hand_right_renderPart_0");
                handLeft = GameObject.Find("hand_left_renderPart_0");

    // assuming we've found the hands change the texture
                if(handRight !=null && handLeft !=null)
                {
                    handLeft.GetComponent<Renderer>().material = mat;
                    handRight.GetComponent<Renderer>().material = mat;
                    Destroy(GetComponent<handMatChange>()); // remove this script so it stops running
                }
        }

  • oh I get it, handMatChange is the workaround script itself, which prevents extra Update calls