06-21-2022 11:40 AM
Hey I'm curious if anyone else has had this issue.
I am working with passthrough in a quest app and I have a movable passthrough window as a tool for the user. It looks great and its rendering just the way I want it, it is based off of the oculus demo scene "Selective Passthrough" which uses a material to mark things as passthrough or not.
The issue I have found is that every material that is unlit and transparent (which are used quite often in the scene) are rendering as a passthrough material. I have some quads for little fake drop shadows that are passthrough, peoples name tags, transparent logos on the way and even users glasses are all passthrough. I am using basic unlit/transparent shades for these objects. The standard shader doesn't seem to exhibit the problem. Why is this happening? I would appreciate any help. Thanks
12-07-2022 11:50 PM
Do you fix the issues? I have just posted the same question and then found yours and surprised here is no answer or respond yet.
11-12-2023 01:06 AM
Hey. I had a similar issue when using the Selective Passthrough shader.
I fixed my problem by opening the shader code and setting Z Write to on. I found that when it was off none of my transparent materials rendered over the passthrough at all.
11-12-2023 01:08 AM
Could you try opening the shader and where it says ZWrite set it to on instead of off?
02-15-2024 12:30 PM
I'm having the same issue, but updating ZWrite didn't affect anything