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Participant
February 9, 2022

"ZClip Off" setting not respected on Quest

My Unity game running on Quest 2 doesn't seem to respect "ZClip Off" in my shaders.  Geometry rendered with this flag is still clipped in the distance.  Anybody else see this?  Works "correctly" on the PC.

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    4 replies

    Inspiring
    February 11, 2022

    Have you double checked to make sure it's not the far plane setting on your Camera setup? The fact that it's distance based makes me think that's the main issue

    Twitter : @rje Web : rjevans.net Youtube : My Channel
    Participant
    February 11, 2022

    Well, the reason I'm trying to turn "ZClip Off" in the shader is to disable far-plane clipping for some specialized effects.  Increasing the camera depth is not the same as it will severely reduce the Z precision in the foreground.

    Inspiring
    February 11, 2022

    This is what I get for answering a question before my 2nd cup of coffee...

     

    You're correct that should work - is it possible that the parameter is wrong? The unity docs have it listed as ZClip True/False https://docs.unity3d.com/Manual/SL-ZClip.html

    Twitter : @rje Web : rjevans.net Youtube : My Channel
    Participant
    February 17, 2022

    Ha, yeah, thanks.  I just mis-typed it.  Still not sure why this isn't working on the Quest GPU... frustrating.