Problem with Tessellation, Android and OculusVR
I am trying to use tessellation in some shaders on Android with the OculusVR SDK, but I'm finding that anytime I build to a device with these shaders in a scene, the player crashes. I tried building a scene to a Pixel XL and after the Unity splash screen, I just get a black screen (the test scene is a single 3D object and the Unity default skybox). After exploring a lot of different PlayerSettings, I tried the same build to the Pixel XL with "Virtual Reality Supported" unchecked under the XR Settings section and the instancing worked fine on the device, leading me to believe that something with enabling VR support and/or the Oculus SDK are causing tessellation to crash. All the devices in question support ES 3.1+AEP and tessellation support on this platform has been included in Unity since 5.1 so this all ought to work. I've tried this with both my own complex tessellation shader as well as one of the example shaders taken from the documentation page for tessellation: https://docs.unity3d.com/Manual/SL-SurfaceShaderTessellation.html Is this a bug? Anyone else out there successfully using tessellation shaders with Android/OculusVR? Can anyone offer some insight?853Views0likes0Comments