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Fixed in 2022.3.20f1
Fixed in 2022.3.X, 2023.2.X, 2023.3.X, 2023.3.0b5
Votes
2
Found in
2022.3.18f1
2023.2.0a8
2023.3.0a1
Issue ID
UUM-31909
Regression
No
[HDRP] Water Refraction is offset when Single Pass Instanced is enabled in the HDRP asset and lens flares are duplicated
Steps to reproduce:
1. Open the attached user's project "2023-beta-test.zip"
2. Open the "SampleSceneWater.unity" Scene and connect Quest 2 to Oculus Link
3. Make sure SinglePassInstanced is enabled in the HDRP asset ("Assets/HDRPDefaultResources/DefaultHDRPAsset.asset") and Render Mode is set to Single Pass Instanced in OpenXR settings
4. Enter Play Mode
5. Look at the sky, observe duplicated lens flares
6. Look at the robot and it's leg water refraction
7. Observe that water refraction is offset, disable "Single Pass Instanced" in the HDRP asset and change OpenXR Render Mode to Multi-Pass
8. Repeat step 6
Expected results: Water Refraction is not offset when Single Pass Instanced is enabled in the HDRP asset and lens flares are not duplicated
Actual Results: Water Refraction is offset when Single Pass Instanced is enabled in the HDRP asset and lens flares are duplicated
Reproducible: HDRP 15.0.4 - 16.0.0 (2023.1.0b10, 2023.2.0a8)
Could not test on 2022.2.12f1 and below due to Shaders not compiling
Reproducible on these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Environment: Windows 10 22H2
Notes:
-Duplicated lens flares appear in built player, however water shader does not render
-Reproduces with Direc3D11 and Direct3D12
-User reported that duplicated lens flares are a result of using MultiPass, however they are always duplicated no matter what Render Mode is chosen
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