So I have a fairly simple RenderPass and shader, and on Quest 2, it
renders fine, but on Quest 3, the eyes don't line up properly. With the
below code, I get the same image displayed, but vastly offset in space
for each eye. I'm using the Oculus SDK ...
Has anyone gotten that combination of things to work? Overlay works just
fine with URP, so I'm assuming it's my attempts to punch out a hole that
are failing. I'm assuming Oculus' shader doesn't work with URP, as it
renders pink in the preview -- but...
I am running into issues with Judder when using OVR Overlays. I can't
seem to repro it in the sample project, and I've tried to narrow it down
by ensuring my actual project and the sample project are as close as I
can get them.I'm rendering to a rend...
So we've found it can be very finicky where you place the quad in the
hierarchy of objects. I've found the best success with putting the
Overlay first, then having the quad be a child of the overlay.
I know this is like a 4 year old post, but since I had a similar issue,
this is because the shader being used doesn't have a clip/discard on it.
So what I do is ensure that the underlay quad has the output texture
that the Overlay uses, and then clip...
It's a pretty simple shader, I adapted it from one on Unity's
documentation. If you don't need transparency in your output image, you
can lose the clip.
Okay, got it working, was a foreheadslapper where I'd forgotten I'd
turned off a certain Layer on my camera -- the exact layer I was
rendering my punchout quad on... eyeroll.My final URP punchout shader is
fairly simple, I can share if anyone is curi...