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Won't Fix

Votes

1

Found in

2022.3.0f1

2023.1.0b18

2023.2.0a16

Issue ID

UUM-37751

Regression

Yes

[Android] [Quest 2] VFX Graph with Output Particle Quad shader and Alpha blending mode is not rendered when built with OpenGLES3

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Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Build And Run on an Oculus Quest 2 or other Android device
4. Look around until you see particles

Expected result: Red and blue particles are rendered in Scene
Actual result: Only red particles are rendered in Scene

Reproducible with: 2022.2.0a15, 2022.3.0f1, 2023.1.0b18, 2023.2.0a16
Not reproducible with: 2021.3.26f1, 2022.2.0a14
Could not test with: 2020.3.48f1 (Shader error in 'Hidden/VFX/TestEffectAlpha/Test/Output Particle Quad': redefinition of 'PackHeightmap' at (5)/Library/PackageCache/com.unity.render-pipelines.core@10.10.1/ShaderLibrary/Common.hlsl(1202) (on d3d11))

Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76

Testing environment: Windows 10 Enterprise 21H2

Notes:
- Does not reproduce in Play Mode
- Does not reproduce with Vulkan
- Might need to upgrade/reimport Oculus Integration if errors such as “Assets\Oculus\VR\Editor\OVRDeviceSelector.cs(45,20): error CS1061: ‘OculusSettings' does not contain a definition for ‘TargetQuest’ and no accessible extension method ‘TargetQuest’ accepting a first argument of type 'OculusSettings’ could be found“ appear in the Console window
- When the same VFX graph effect is used with Vulkan as the graphics API, the shader compiles, and particles are shown. If the blending mode is set to Additive or Opaque, the shader compiles on both APIs
- When creating particles with the VFX graph and rendering them with the Output Particle Quad block, the resulting shader 'Output Particle Quad' does not compile, and particles are not displayed when using OpenGLES as the graphics API if the particle's blending mode is set to 'Alpha' or 'Alpha Premultiplied'
- Error message stating that the shader did not link because 'BufferBlock location or component exceeds max allowed' (see logcat-errors-2.png). In another case of this bug, this resulted in a 'creation of internal variant of shader failed' message (see logcat-errors.png)|
- Could not test on Windows Standalone due to the OpenGL shader errors
- Reproduces on non-VR Android devices
- Remove Oculus XR Plugin and “/Assets/Oculus” folder to be able to build on other Android devices

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