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Inspiring
December 19, 2018
Solved

DepthFade not working on Go using ES3.1 ?

  • December 19, 2018
  • 3 replies
  • 1298 views
Finally managed to get my project running using stock launcher UE 4.21.1 (using Launch on Device Editor's functionality).

Noticed that my fake decal material that works fine in the ES2 preview, doesn't work on Go with ES3.1:

In the Editor:



On the device:



With ES2 on the device:



Has anyone had issues with using DepthFade in materials for projects on Gear VR / Go (ES3.1) ? Do I need to enable an option for it to work or is it not supported at all ?

Thanks
    This topic has been closed for replies.
    Best answer by motorsep

    moulder6 said:

    As many other things, this also requires HDR to be enabled. :(


    Not really. Mutiview and Multiview Direct no longer require mobile HDR. Same goes for occlusions afaik.

    This is something they never tested and thus, never fixed. Bug report was submitted to Epic by me and they repro'ed it  filed https://issues.unrealengine.com/issue/UE-67885

    Feel free to upvote :)

    3 replies

    motorsepAuthor
    Inspiring
    December 19, 2018
    @NinjaGaijin

    By chance, do you think you can poke someone from UE4 team at Oculus to comment ? Thanks beforehand
    Up and Coming
    January 9, 2019
    As many other things, this also requires HDR to be enabled. :(
    motorsepAuthorAnswer
    Inspiring
    January 9, 2019

    moulder6 said:

    As many other things, this also requires HDR to be enabled. :(


    Not really. Mutiview and Multiview Direct no longer require mobile HDR. Same goes for occlusions afaik.

    This is something they never tested and thus, never fixed. Bug report was submitted to Epic by me and they repro'ed it  filed https://issues.unrealengine.com/issue/UE-67885

    Feel free to upvote :)