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Fixed in 2021.1.X

Votes

24

Found in

2017.4.0f1

2018.4.0f1

2019.1.0a1

2019.1.5f1

2019.2.0a1

2019.3.0a1

Issue ID

1160876

Regression

No

[XR][Oculus GO][Oculus Quest] Using GrabPass results incorrect shader rendering when using Single Pass Stereo rendering

XR SDK

-

To reproduce:
1. Open attached project "TestSinglePass.zip"
2. Build and run for Oculus Quest
3. Observe results via device

Result: left eye renders the shader affected object in black, right eye does not render the shader affected object at all

Reproduced in: 2017.4.29f1, 2018.4.2f1, 2019.1.6f1, 2019.2.0b6, 2019.3.0a6

Note: reproduced on Oculus Quest and Oculus GO

  1. Response avatar

    Resolution Note (fix version 2021.1):

    Upgrate Grabpass to work with XR.

Comments (4)

  1. 28eee92162bcd362d144e06d0e17f6a6?d=mm

    FiveFingerStudios

    Apr 28, 2021 21:20

    Can this fix be back ported to 2018.4 and 2019.4? There are lots of projects that are affected by this bug.

  2. A32447c498559059274ef23dcda33608?d=mm

    Alex_Heizenrader

    Mar 17, 2021 23:31

    Seeing this in 2019.4.15f1

  3. D6d28da745450503a1747ab9c281807b?d=mm

    Jonas-Neuston

    Aug 24, 2020 02:45

    I noticed that the issue is still active in Unity 2019.4.5f1 for the Quest.

  4. 6dd5078bdb507ada19f861623dcf29a0?d=mm

    Jesus

    Nov 07, 2019 17:30

    Also occurs on Magic Leap using single pass stereo. Shows nothing in the grabpass texture for either eye.

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