DepthAPI Occlusion Lit conflict with stencil shader
Hi there, I'm currently working on creating a local multiplayer XR experience that involves both portal effects (using a custom stencil shader) and DepthAPI to allow players to see each other in a shared space.I've managed to get DepthAPI and the stencil shader to work individually, but I can't figure out how to combine them. The main issue is that DepthAPI, which uses the depth sensor of the Meta Quest 3, recognizes physical walls around players and prevents pixels of objects that are virtually further from the headset than the walls from being drawn. So, while the portal stencil works, it can't render the "outside" of the room. Do you have any ideas on how to deal with this? I'm not skilled enough in shaders to resolve it on my own. Here some screenshots of my current progress :2.1KViews0likes8CommentsFull Screen Pass Renderer Feature Not Working on Build
Hello, I'm trying to implement an Outline Post Processing shader. I've found a simple graph shader that uses "full screen pass renderer feature" and the video is here. In the project I'm utilizing Meta's All-in-One SDK with passthrough and Meta's Depth API. Everything seems to work fine in Scene and Game mode with link. However, when I build the project the objects shift around and go undesired places while disabling the passthrough. I figured that the outlines seem to be in the correct location but the rendering of the red cube is moving around. I have been trying to debug it but could not find the reason causing this issue. I am not sure if these screenshots would help but here there are anyways.Solved1.9KViews0likes3CommentsModifying passthrough rendering using a shader
I have a shader I've written that modifies the color/rendering style of whatever is behind geometry that has the shader applied to it. It works great, but if I view passthrough behind the shader, the passthrough renders as black wherever the shader is. What gives? Any idea how to fix this situation? This is fundamental to the entire project I'm working on for Quest Pro. This post gives some insight into what may be going on: https://communityforums.atmeta.com/t5/Talk-VR/Scan-QR-code-with-passthrough-camera/m-p/959717 but I still need to find a solution. It seems that there should be a way for a shader to modify passthrough without compromising the users video feed from a security/safety standpoint.1.3KViews0likes0CommentsSDK v37 hand and other shaders not compatible with URP
Hey everyone! I'm just starting diving into VR and I really like new Interaction SDK. I noticed, that Oculus SDK only renders properly with built-in renderer. I read numerous times that built-in renderer is legacy and URP should be used instead. So maybe someone can help me trying to understand: 1. Is it still okay to use built-in renderer for Quest 2 projects? 2. If not, how can I convert hand shader ("Interaction/OculusHand") to URP?Solved3.8KViews2likes3CommentsShaders missing in build
So I'm working on a VR game for the oculus quest using Unity 2020.3.6f1 and have gotten to a point where I am pretty happy with the look in unity. But when I exported it to standalone a lot of shaders were missing, the particle systems, the linerenderers and the UI were all gone. I searched a little and found that putting the associated shaders in the Graphics -> Always Included Shaders, but either the shader can't be added because it doesn't show up in the to-add list and can't be dragged in, or it has to many variants and I need to remove it. Help would be greatly appreciated! Thank you!1.4KViews0likes0Commentsnasty Specular of Oculus Avatar Shader
I want to get rid of the nasty Specular of Oculus Avatar Shader. My content is a bit dark(sometimes no light), but Oculus Avatar has s strange and sharp specular. Shader "OvrAvatar/Avatar_PC_SingleComponent" I am developing with rift, so it seems to be a problem here. 'Smoothness' and 'Metalic' set to 0.0f, but it doen't work. If I look into the Shader script for a long time, anything may be solved, but first of all, I think there might be someone who knows how to solve this problem.918Views0likes2CommentsHaving trouble with a mask shader - any tips welcome!
Hi there. I am trying to use the following technique to mask an object: https://answers.unity.com/questions/316064/can-i-obscure-an-object-using-an-invisible-object.html This works beautifully in the editor, but when I enter VR my masking object is black. Here is the set-up in editor (I am using a cube to obscure the hexagonal shaft here)... Here it is in the editor with the game running (working fine - shaft hidden)... And in VR (mask object is black)... I am guessing this has something to do with depth buffers or single-pass rendering... Any suggestions would be most welcome! Thanks, Dan812Views0likes1CommentUnity 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 :(3.2KViews0likes2CommentsOVROverlay not displaying a color from shader including OVRColorRamp
Hi, I'm using the the cursor timer prefab and trying to color it with a shader. If I use the Main Color attribute of the OVRColorRampAlpa shader and also add an OVROverlay component to the object the object never changes color from its white to black gradient. If I take off the OVROverlay, it will animate the gradient with any color for Main Color using the Color Ramp Offset attribute of the shader. This is insufficient for me though as I'm using a different OVROverlay in my scene that the cursor should display over. I'd like to avoid the underlay as this adds extra overhead (or so I've read). Does applying colors via a shader not work with an OVROverlay? Thanks!530Views0likes0Comments