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March 11, 2019

Do the Oculus Avatar Hand shaders support Single Pass Instanced rendering?

I'm using Unity 2018.2.21f1 with the Oculus integration package v1.27 and the hand shaders don't work with single pass instanced rendering (the hands aren't rendered to both eyes).

After struggling with trying to update the integration package to v1.35 (the audio spatializer plugin refused to update) I just overwrote the avatar shaders in my project with the ones from the 1.35 package - but they still don't work correctly with SP Instanced rendering.

Can anyone confirm if they have the avatar hands running correctly in SP instanced mode?

Thanks.
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