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Votes
1
Found in
6000.1.4f1
6000.2.0b3
6000.3.0a1
Issue ID
UUM-107763
Regression
Yes
Custom Skybox shader does not render all Skybox's faces in Standalone Player for Meta Quest when 'Allow Material Override' is enabled in ShaderGraph
Reproduction steps:
1. Open the attached project “ReproProject“
2. Select Android or Meta Quest build Platform target
3. Find the “S_U_AnotherSkybox” asset, select it
4. Open its ShadeGraph by clicking on the “Open Shader Editor” button in the Inspector window
5. In the Graph Inspector panel, enable the 'Allow Material Override' feature
6. Save the ShaderGraph
7. Build and run the Player
8. Observe the result in the headset
Expected result: Skybox is rendered on all sides
Actual result: Skybox only renders one face, while all other are black
Reproducible in: 6000.1.0a8, 6000.1.4f1, 6000.2.0b3
Not reproducible in: 2021.3.52f1, 2022.3.62f1, 6000.0.50f1, 6000.1.0a7
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Reproducible with:
- Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740
- Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650
Notes:
- Only reproducible in the Player. Not reproducible in Windows Player
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Resolution Note:
Hello.
Unfortunately the Unlit shader graph subtarget is not suitable as a Skybox material, and is not designed to be used that way. URP does not control how the skybox is rendered, this is handled by legacy Built-In code. Because of this, using a URP Unlit shader as a Skybox will result in all passes of the shader getting executed in succession. This is a legacy fallback behavior that URP shaders are not designed to work with, and in this case, it causes the artifacts you're seeing. Sadly, there's no simple fix for this, it requires rebuilding skybox rendering in URP so we can replace the Built-In skybox rendering code.
You can try and use the Built-In Unlit target instead or write a ShaderLab shader.