01-10-2022 10:07 AM
Currently working on an app that uses both VR and Passthrough. I want to update to URP, but when I do that I lose Passthrough entirely (just black). Works totally fine in Standard.
I am not using an post-processing (it is disabled on the main camera)
Am I missing a fairly simple setting/calibration step, or is this currently not supported? Thanks!
01-19-2022 07:45 AM
You do need to convert the passthrough shader on the standard pipeline to urp.
There should be a couple of shaders that you can reference in oculus>sampleframework>usage>passthrough>materials.
11-16-2022 04:01 AM
I had sucess enable passthrough in universal render pipeline.... didnt you use any special effect or renderfeature？You can creat an empty project with urp and test it.
11-18-2022 10:29 AM