Bug report - Half transparent materials leak Passthrough layer over solid objects
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report. Possible duplicate of: https://communityforums.atmeta.com/t5/Unity-VR-Development/Transparent-Materials-render-Passthrough-through-them-even/td-p/1060049 My setup is pretty much similar. Description: Semi-transparent unlit objects leak passthrough layer over the other objects in the scene. Most of the built-in transparent shaders (or similar like fade mode) are affected by the bug. Bonus: UI (and Sprite) shaders also have their own problems with passthrough and transparency - they leak the clear flags color instead. Bonus 2: I saw that the standard material with transparent mode is rendered over other objects as intended but invisible over the passthrough... Video link: https://drive.google.com/file/d/1IY28LuH17AACvX-IhW4aKclZlq_M-aix/view?usp=sharing Environment: - Meta Quest Pro - Unity 2021.3.25f1 - Oculus Integration SDK 54.1 (Package Manager - June 15, 2023) Steps to reproduce the bug: (0. You can fast-forward by downloading the scene I have created: https://github.com/ShivekXR/Passthrough-Transparency-Bug) 1. Follow the guide to create the basic scene (setup for Quest Pro): Tutorial - Create Your First VR App on Meta Quest Headset | Oculus Developers 2. Follow the guide to add the passthrough to the basic scene: Get Started with Passthrough | Oculus Developers 3. Add a semi-transparent object over another one using (standard / generic / built-in) unlit material. 4. Build and run the app and see the result (bug). Expected Result: Semi-transparent materials should be rendered over other objects in the scene. The solid objects behind them should block passthrough. Severity: Personally - I think 4 out 5. It doesn't crash the app, but makes passthrough visually unpleasant, confusing, not convincing effect. Any particle effect with opacity look bad by default.7.1KViews4likes9CommentsChange Meta avatar transparency
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading:3KViews3likes5CommentsTransparent Materials render Passthrough through them even though solid object is behind them
Hello! I am using URP, Unity 2021.3.14, OpenXR Plug-In and Passthrough. Any transparent materials will have Passthrough (on Underlay) shine through, even if it should be blocked by a solid object. It makes everything transparent look grey because of the Passthrough Not using any transparency is not really an option for me. Did anyone encounter this issue and/or has a solution for it?7KViews4likes8CommentsUI element with transparent parts in the sprite bleeds into panel
Hello, My simple setup is: - Canvas -- Panel (opaque dark grey) --- Button (unity default button with uisprite with transparent sides, I just darkened the color) The problem is that the transparent parts of the Button sprite also makes the panel transparent. This makes the panel look like it has a transparent border around the button. See image. See the light areas around the buttons, this is actually the background being visible through the panel. I have tried various image import settings. I have tried psd and png format with a square image and only defining transparency with the alpha channel. It still has the transparency issues with the panel. Has anyone any idea how to solve this?826Views0likes1CommentOculus Avatar skin/hands is not transparent
Using Unity 2019.2.5f1 I cannot get the Oculus Avatar hands/skin to render semi-transparent the way they used to. They render solid opaque grey. This problem is both for Oculus Rift and Quest. I am focusing my testing on Rift because it was always working fine in my previous development, whereas I am just getting going on Quest. I have tried both the legacy renderer in Unity and also the LWRP (URP). I am testing on the LocalAvatar scene in Oculus/Avatar/Samples (and I have tried other test scenes). With Clean install of Unity and Oculus and Sample Framework etc. OvrAvatar has an option "Use Transparent Render Queue". This is ON (and Unity restarted as required). Details: Unity version: 2019.2.5f1 Oculus Desktop plugin: 1.38.3 (also tried 1.38.2) Stereo Render Mode: Multi-pass I am having the same problem in Unity 2018.3.8f1 Suggestions anyone???2.2KViews0likes2CommentsHow to get order-independent transparency to work in VR?
I'm using This github project to create order independent transparency in my projects. It's working fine with a normal camera [no OIT] [OIT], but when I try to use it with a VR setup, it just doesn't render any object on the "transparent" layer that is using the above project. [VR no OIT] [VR no working with OIT]. On top of just not rendering anything marked as transparent, the left and right cameras become offset in a way that they shouldn't, so you get a disorienting effect as if your eyes are in the wrong place. I was also occassionally getting a weird effect where the spheres would render all black and remain centered on my left eye, and the rest of the scene was rendered upside down. The right eye would render everything not marked as transparent correctly. I believe I was using the single camera setting in the OVR camera rig when this happened, but I couldn't get it to produce the same error when I went back to record these errors. Additionally I am using Unity 2018.2.0f2 and the Oculus SDK v1.30.1, but I don't think it's that. The same thing happens if I just use a camera that feeds to the Oculus headset. Here is the Unity project, if you want to see for yourself. Thank you727Views0likes1Comment