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Are there any known problems with Unity shaders with multiple passes on Quest?

duncan_frame
Honored Guest
I have noticed in one of my Unity projects that shaders that have multiple passes defined appear to either not compile or just produce unexpected results on Quest builds. I have a post-process shader I am using in conjunction with Graphics.Blit() to call a specific pass on the shader. I have confirmed that each pass in the shader works when it is the only one present. But when trying to have both and call a specific pass with Graphics.Blit() in a Quest build the screen turns purple as if the shader is not compiling. I have seen other unexpected behavior with different post-process shaders containing multiple passes. I am curious if anyone else has experienced similar issues or has insight on this. Probably worth mentioning I am working with Unity 2018.3.8f1
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duncan_frame
Honored Guest
Alright my bad I totally just found the problem right after posting this. I have no idea how that shader compiled in the first place. If i could delete this post I would.