Search Issue Tracker
Fixed in master
Votes
2
Found in [Package]
7.1.2
Issue ID
1197958
Regression
No
[XR][Oculus Quest][Oculus Go][URP] MSAA isn't applied until eye textures are relocated by changing their resolution
Repro steps:
1. Open attached project
2. Build and Run on Oculus Quest/Go
3. Observe the display
4. Press the B button followed by A which relocates the eye textures
Actual: MSAA is applied only after changing the resolution of the textures
Reproducible with: 2020.1.0a19 Universal RP 7.1.7
Comments (4)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader Graph Asset icon is not shown on creation unless you confirm the name
- APV Sky occlusion doesn't consider the terrain
- [iOS] "EXC_BAD_ACCESS" Player crash when Script Debugging is enabled
- Cursor skips input fields when tabbing between two sets of input fields
- "Shader error redefinition of 'Varyings'" error appears when selecting the shader
dansopanso
Apr 29, 2021 22:15
not sure why this is set to "fixed" because still a lot of people seem to have issues with this.
this one worked for me:
Unity 2019.4.19
URP 7.5.2
yourproject\Library\PackageCache\com.unity.render-pipelines.universal@7.5.2\Runtime\UniversalRenderPipelineCore.cs
change code from
static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale,
bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha)
{
RenderTextureDescriptor desc;
GraphicsFormat renderTextureFormatDefault = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
// NB: There's a weird case about XR and render texture
// In test framework currently we render stereo tests to target texture
// The descriptor in that case needs to be initialized from XR eyeTexture not render texture
// Otherwise current tests will fail. Check: Do we need to update the test images instead?
if (isStereoEnabled)
{
desc = XRGraphics.eyeTextureDesc;
renderTextureFormatDefault = desc.graphicsFormat;
}
TO
static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale,
bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha)
{
RenderTextureDescriptor desc;
GraphicsFormat renderTextureFormatDefault = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
// NB: There's a weird case about XR and render texture
// In test framework currently we render stereo tests to target texture
// The descriptor in that case needs to be initialized from XR eyeTexture not render texture
// Otherwise current tests will fail. Check: Do we need to update the test images instead?
if (isStereoEnabled)
{
desc = XRGraphics.eyeTextureDesc;
desc.msaaSamples = msaaSamples;
renderTextureFormatDefault = desc.graphicsFormat;
}
Lyje
Mar 27, 2021 16:56
Broken in 2019.4.22f1 with URP 7.5.3. Have to force backbufferMsaaSamples in ForwardRenderer.cs to fix.
Tom_3D
Jan 04, 2021 00:11
fix didn't work
Incode
Jan 23, 2020 01:50
This is a work around reported from QA to fix this issue. It can be attached to any gameobject.
public class AAFix : MonoBehaviour{
void Start() {
StartCoroutine("Fix");
}
IEnumerator Fix() {
UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 0.5f; // Any value, just to trigger the refresh
yield return new WaitForEndOfFrame(); // Needed to apply the changes
UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1f; // Use your target resolution here
Destroy(this);
}
}