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Votes
13
Found in
2017.4.0f1
2018.3.4f1
2018.4.0f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1141313
Regression
No
[XR][Oculus GO][Oculus Quest] Compute and Geometry shader results in black screen when launching the application
Errors produced in logcat: "The given primitive topology does not match with the topology expected by the geometry shader"
To reproduce:
1. Open attached project
2. Build and run for Android
Expected: Shader makes the object's edges highlighted
Actual: Shader makes the scene to be rendered black with a distorted white outline (only right eye rendering)
Reproduced in: 2017.4.29f1, 2018.4.2f1, 2019.1.6f1, 2019.2.0b6, 2019.3.0a6
Note1: reproduces on both Single Pass and Multi Pass Stereo Rendering Mode
Note2: 2017.4 LTS produces incorrect results in editor - shader is seen as blue texture as opposed to edges being highlighted
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fortgreeneVR
Jan 24, 2020 16:56
FYI, I only found the MSAA interference problem with the geometry shader, not with a compute shader.
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fortgreeneVR
Jan 16, 2020 19:00
I have found that this problem is triggered by using MSAA. Without it, the issue disappears and the geometry shader works fine. This was tested with Unity 2018.4.4
On phones with the same underlying Android OS and Adreno hardware as the Quest there is no issue. This leads me to believe it might be a Quest driver issue or it is related to Unity's VR render pipeline. Tested with Unity 2018.4.4
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SimonDarksideJ
Sep 19, 2019 13:47
Issue resolved, the cause is down to the quality settings. If this is higher than the quest can support, the device does not fail, it just results in a black screen when looking at content using specific shader features.
In my view this is a bug and should either cause the shader to fallback, or give a warning about running higher quality settings on a mobile device might cause adverse effects.
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Alexees
Sep 19, 2019 12:45
Is this an actual Unity problem, or do those devices just not support geometry shaders?
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Resolution Note:
Geometry and tessellation shaders are not supported by Oculus on Quest and Go. Unfortunately, there's not much we can do to support their use when the underlying platform doesn't.