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Steps to render Oculus Avatars using the Universal Render Pipeline?

Metal_Multiball
Heroic Explorer
In Unity 2019.3 what are the steps to render Oculus Avatars using the Universal Render Pipeline?
They currently display as pink.
2 ACCEPTED SOLUTIONS

Accepted Solutions

GigaSora
Expert Protege
You could, of course, convert the shaders to URP, which should be fairly easy. You can use this template https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba as a starter point.
If you don't know how to write shaders, I suppose you would have to learn that first. Though its more likely oculus will get to this first in that case.

View solution in original post

Metal_Multiball
Heroic Explorer
Thanks @GigaSora ?

View solution in original post

4 REPLIES 4

Heaney-555
Heroic Explorer
You can't. The avatar shaders do not support URP.

GigaSora
Expert Protege
You could, of course, convert the shaders to URP, which should be fairly easy. You can use this template https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba as a starter point.
If you don't know how to write shaders, I suppose you would have to learn that first. Though its more likely oculus will get to this first in that case.

Metal_Multiball
Heroic Explorer
Thanks @GigaSora ?

Have you managed to do that?