(Unity 2020.3 LTS - URP) OVRVignette renders stretched
As you can see in the picture below, OVRVignette is rendering with a bad aspect ratio, and it also clips through some of the geometry despite being assigned to Overlay rendering queue in its own script. The vertical size seems correct, but the horizontal one is way too narrow. This issue seemingly appeared out of nowhere because I clearly recall testing the vignette accurately when I first implemented it months ago, both in the editor and in Quest. Probably nobody ever used that because the issue has been reported only a bunch of days ago, so I have no idea when things broke down, I suspect after a firmware or SDK update. At the moment the vignette still behaves and looks correct (perfectly circular) in the editor, but it looks like the pic below in Quest. The lossy scale of the vignette GameObjects is 1, 1, 1, the aspect ratio is set to 1. Also all the GameObjects up to the root have a scale of 1, 1, 1. Rebuilding the vignette mesh at runtime does not solve this. I don't do any scale operation or any other fancy thing to the player and the camera- after all it worked perfectly before and I haven't touched the camera or the player GameObject since. I suspect something else might be altering this, so any insight is very appreciated. Unity 2020.3.23 - URP 10.7.0 - Oculus Integration 38.0 - XR Plugin Management 4.2.1 - Oculus XR Plugin 1.11.22.7KViews1like6Comments