How to create custom shader in Meta Spatial Editor?
Hi, First time downloading Meta Spatial Editor (v1.0.0.70.4620). I like the interface and it's quite like Reality Composer Pro but I am unable to find something like "Shader Graph Editor" in Meta Spatial Editor. I can see the material component attached to the default cube when added into the composition space. Upon researching further I can see its a custom material file with the extension ".metaspatialmaterial" but I couldn't find any more documentation on this. Can someone guide me to how to create custom shader in the editor? Is it possible to use existing Unity Shader into Meta Spatial Editor?Scene Depth
Hello! I want to make a shader that renders greyscale depth of a game object. Therefore, when a player watch a cube with that shader, the cube will change its color based on the distance between the player and the cube. Like a picture below but just one object with this texture. I am not very good at HLSL. How should I do that?350Views0likes0CommentsTexture doesn't show up on objects in Quest 3
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2. In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?605Views0likes0CommentsSome Errors occurred from HLSL codes when drawing a outline Through the wall
Ben Peck - Writing - UE4 Outline Effect for VR (ben-peck.com) I tried to draw a outline like that link and succeeded in every Platform except Quest2 stand-alone. That link simply used stencil buffer to caculate outline, and it's material includes some hlsl code. The problem comes from them..One of hlsl codes like this "return SceneTextureLookup(UVs, 25, false);" printed ERROR when I executed build packaging. Error code: PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression12' returning half3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(half2, int, bool)' PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression3' returning vec3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(vec2, int, bool)' Anyone knows why? Is it impossible for Quest Stand-alone to use custom stencil value? OR Are there other ways to make HLSL work for Stand-alone? Please reply me if you know how to fix it OR why it happened!! Just a little related is OK too...PLEASE!!!! Thanks, Regards. David1.3KViews0likes0CommentsSingle camera position in UE4.26 material
As the title says, how can I get a single camera position within a material? The CameraPosition node returns the position of the left or right eye, and I can't find any custom HLSL that allows the calculation of the center point between the two eyes. Apparently this custom HLSL worked in 4.19 but not any more; (GetInstancedView().WorldCameraOrigin + GetPrimaryView().WorldCameraOrigin) * 0.5f GetInstancedView(0).WorldCameraOrigin or GetInstancedView(1).WorldCameraOrigin returns the same result.824Views0likes0CommentsSkinnedMeshRenderer material from OVRHand prefab is overwritten every frame
I want to change the main material from the Skinned Mesh Renderer component (OVRHand prefab). In Unity Editor this change remains but in build it only remains for 1 frame and it's replaced by the initial material on the next frame. Is it possible to change hand material in realtime? Is this a known issue?1.4KViews0likes1CommentAbsolute World Position in Material Error? - Unreal + Quest
I'm developing for Quest using Unreal with Vulkan. Project setttings are using mobile settings. No HDR, no post-processing, forward rendering, etc. I have a material which adds some fake lighting by calculating the distance from a flashlight object which uses a blueprint to pass the position into the material. This material works correctly on Rift, PSVR and PC-based VR platforms. It does not work correctly on Quest. What is happening is the light position appears in two different positions depending on the eye. In the left eye it appears that an object is lit but in the right eye it appears that the material is lit as if the object is moved a small distance to the right. This creates a mis-match between the two eyes. The material uses an Absolute World Position node plus it does a bunch of other calculations for light direction, etc. I suspect that the Oculus HMD code in Unreal is offsetting the meshes for the right eye differently for Quest than it does for the Rift. If anyone has experience with this or similar issues related to Quest I would appreciate your help. Thanks!2.2KViews1like2CommentsUnity Water Shader for Oculus Quest Single Pass rendering?
Has anyone had any luck with any existing water shaders working in Single-pass forward rendered VR? None of the asset store packs we have bought or water shaders from our other projects work on the Oculus Quest/Go/GearVR :( Some come close to working but often one of the reflections in the left or right eye is mirrored or offset so it looks disgusting - see the example below We are running out of options for environments that use water :(3.2KViews0likes2Comments(Unity) Where to find default hand materials?
I'm on the most recent Oculus integration version using Unity 2018.3.6f1 Is there a place where you can find the default hand materials? I wrote a little script that prints the asset path for the material, but the path was coming out empty.636Views0likes1CommentOculus Go - Transparency with Reflection
Hi, I have had a good search and it appears in UE4 to create a reasonable water / glass material it seems like the limitations of GearVR means you can't have transparency with reflections using say SphereReflectionCapture actors (which appear to be the only type of reflections incorporated into GearVR). GearVR appears to only use unlit and default lit so there is no way of accessing the Roughness pin with transparency on. Is this a UE4 or a GearVR limitation and if not I would be glad if someone can point me to a tutorial or example? I am wanting to use the Oculus Go for architectural pre-visualisation so it's pretty fundamental having reflective glass. Am I missing something/ Cheers1.2KViews0likes3Comments