OVROverlay, underlays and Universal Render Pipeline (URP) doesn't work?
Has anyone gotten that combination of things to work? Overlay works just fine with URP, so I'm assuming it's my attempts to punch out a hole that are failing. I'm assuming Oculus' shader doesn't work with URP, as it renders pink in the preview -- but hey, maybe I'm wrong.
I've tried updating it to URP, and I've tried using a URP/Transparent shader, as I believe it's basically the same thing.
I've tried using Render Object on the Universal Render Asset to ensure that we render at the proper time to punch a hole. I set my Quad object to be on the Layer for the Render Object's LayerMask, and set the event to be After Rendering Opaques, and to override Depth, Write Depth, and Depth Test Greater. That should result in it render my quad over anything that might be in the way... right? I also tried Depth Test Always -- which should really always render my transparent thing and write it's depth.
But nothing every shows up on my Quest 2 when I'm set to Underlay. (if I turn off rendering everything else in the scene, it works and I see it.)
