Critical: Client's app stopped working after Quest 2 update v57
We have bunch of apps built with same tools and they work fine after the recent update, but for some reason one app stopped working and I can't figure out why. It's one of the more simple apps we've done and doesn't (to my recollection) have anything too different from the others. The app just crashes before it even goes to the almost empty initialisation scene. I checked the MQDH logs to see what is wrong and it seems to point to a shader not compiling, but it doesn't tell which shader. How can I know what shader is the problematic one? We only have couple simple custom shaders. What I've tried: -I've updated the Oculus Integration package(that we don't really use, but still). -I updated all unity packages used in the project and removed few unnecessary ones. -I tried deleting our custom shaders - build still crashed... which makes sense since we have those same shaders in all of our projects and the others still work. -I deleted and recreated AndroidManifest from Oculus tools. -I checked Oculus Project Setup Tool - it didn't have any problems. -I converted all project materials to URP. -I checked that Unity shaders were all compiling in the editor - they were. What should I try next? Probably something with shaders, but I have no idea what. I've attached below the logs from one test run. The main problem (afaik) is around here: 21:32:05.008 7386 12697 W ShaderProgram : Compiling shader: ****** failed ****** https://drive.google.com/file/d/1yJlOr0YxE8QXCwFMpJKM6tiwMAtlKV_T/view?usp=sharing Our project specs are: -Unity 2021.3.24f1, latest URP -Target Quest 2 & Quest Pro -Vulkan Multiview, all vulkan optimisations in use including late latching, except Application SpaceWarp -Inputs via XR Input -Ask if you need more info on something.857Views0likes0CommentsHand tracking wrist fade texture
Looking around online, I didn't see anyone having made an alpha texture available to use for the wrists to fade out. So, here's one at 256x256: It's a mesh gradient from illustrator. This is what it looks like multiplied to the alpha of a fresnel:998Views1like1CommentUsing Vulkan + OpenXR, getting strange transparency results on quest (not present in PCVR)
The long story short is that alpha values are behaving very strangely: transitioning reasonably between 1.0 to 0.5, but from 0.5 to 0.0 transitioning from half-opacity-{color} to opaque-black. ^ this is my font renderer (captured from quest beamed to iphone) with the shader replaced with: #version 450 #extension GL_KHR_vulkan_glsl : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_multiview : enable layout(set = 0, binding = 2) uniform sampler2D colorSampler; layout(location = 0) in vec2 fragUV; layout(location = 0) out vec4 outColor; void main() { float x = (sin(gl_FragCoord.x/20.0)+1.0)/2.0; outColor = vec4(1.0,0.0,0.0,x) } My pipeline blend config is: VkPipelineColorBlendAttachmentState colorBlendAttachment = {}; //alpha blend colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT | 0; colorBlendAttachment.blendEnable = VK_TRUE; colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD; colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD; VkPipelineColorBlendStateCreateInfo colorBlendInfo = {}; colorBlendInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; colorBlendInfo.logicOpEnable = VK_FALSE; colorBlendInfo.logicOp = VK_LOGIC_OP_COPY; colorBlendInfo.attachmentCount = 1; colorBlendInfo.pAttachments = &colorBlendAttachment; colorBlendInfo.blendConstants[0] = 0.0f; colorBlendInfo.blendConstants[1] = 0.0f; colorBlendInfo.blendConstants[2] = 0.0f; colorBlendInfo.blendConstants[3] = 0.0f; The wackiest bit is that this works perfectly (as expected) when run from pcvr (with no major differences in code paths between the two: same spirv, same pipeline generation, etc...).1.2KViews0likes1CommentDistortion shader freeze one screen of the Quest - Unity
Hi!, we are developing a Quest game using Unity 2019.4 with Built-In Render Pipleline Graphics (not URP) We added a particle effect for an explotion. When we compile and test it... the right screen of the Quest freezes until the particle animation ends. What is happening? Oculus SDK: Oculus Integration v17.0 Setings: Shader: Greetings910Views0likes1CommentKernels/Convolution Shaders (Blur, Bloom, Edge detection, etc.) on the Quest
So i'm working on converting my rift apps to the quest, and it's been challenging to say the least. I'm working through a lot of performance optimizations but one in particular brings me here to seek wisdom: mobile gpus render tiles one at a time, which makes convolution operations - like gaussian blur, edge detection, bloom, etc. - very bad. This is because when you sample neighboring pixels, those samples are sometimes outside of the current tile. i'm wondering if anyone has found ways to efficiently perform blurs, blooms, and other kernel convolution operations on mobile? some of my apps depend on grab pass blurs. I'm working in Unity 2018.3.x at the moment.2.1KViews0likes1Comment