Unity ASW URP Fork doesn't work with RenderTextures / Lit Shader
I'm using the Meta URP fork for ASW support (Unity 2022.3). I also have functionality in my game for taking an instant photo onto a RenderTexture. However when I do this the images I get seem to be showing the motion vectors and nothing else. Its definitely due to the fork as identical setup (Vulkan / Standalone build) worked perfectly before the switch over. PCVR / DX11 works fine either way. Is there any way to strip the motion data out of these or a way to force that particular camera to not do the motion vector pass? Also reported here with images: https://github.com/Oculus-VR/Unity-Graphics/issues/34 Sorry for repeat convo (put in the wrong board to start with)419Views0likes0CommentsIs Application Spacewarp Worth Integrating?
Hey all, just wanted to get some community (and hopefully developer) input on whether AppSW is appropriate for our project, and if other Unity devs have successfully shipped with it. We're working on a medium sized adventure game with lots of moving creatures and player interactions, budgeted for quest 2 but hoping to use AppSW to reduce our GPU load and fit more assets in, as well as limit the amount of curving corridors we need to make. From the demo available through the Meta URP fork it seems like AppSW has a ton of caveats that cause distortion, for example fast moving objects, railings, transparency; so we're wondering what the ideal use case for AppSW would be and if it fits our project. On a similar note, we've seen some posts on the forum that apparently shadergraph is not supported with AppSW. Is this information up to date? Any info on this would be great, cheers836Views0likes1CommentReady Player me Avatar Shaders Problem with the Oculus Custom Renderpipeline
Hi, I´m Using the custom Renderpipeline by oculus in order to enable and use the ASW, but when I try to download the avatar using the URL, I got the error with the ready player me shader. When I try to open the material with the shadergrahp it can not open . so there is a way to fix this shader ? Thanks925Views0likes0CommentsDo ASW and ATW use the depth buffer from the last rendered frame
Developing for an Oculus Quest using Unity 2019.1.8f1 and OVR Android 1.36.0. I'm trying to make a portal effect using a RenderTexture applied to a quad; however, when I play this on the device, the wall that the RenderTexture is displayed on jitters. When I test the scene in the player, the texture is perfectly aligned, so I was wondering if Asynchronous Time- or Space-warp are causing this jitter because the depth buffer shows a wall while the color channels show other geometry (e.g. a hallway). If this is the problem, is there a way to "fake" the depth buffer by overwriting it with the depth buffer from the RenderTexture? Or, in the worst case, disable ATW or ASW?941Views2likes1Comment