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Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
5
Found in
6000.0.51f1
6000.1.8f1
6000.2.0b6
6000.3.0a1
Issue ID
UUM-109377
Regression
No
[Quest][GLES3] Transparent materials disappear due to FullScreenRenderPass on Quest when Multiview/SPI is used with MSAA on OpenGLES3
Steps to reproduce:
1. Open the attached user's project "MSAA_SPSBlit.zip"
2. Switch to Android Platform
3. Ensure OpenGLES3 is set as the Graphics API and Multiview/Singlepass Instanced is selected
4. Ensure MSAA is enabled in the Main Camera
5. Build to a Quest 3/3S devices
6. Turn the HMD around and observe the transparent materials on the rendered UI Objects disappearing
Expected Results: transparent materials on the rendered UI Objects do not disappear
Actual Results: transparent materials on the rendered UI Objects disappear
Reproducible with: 6000.0.51f1, 6000.1.8f1, 6000.2.0b6
Could not test with 2021.3.52f1 and 2022.3.63f1 due to shader and TMP related build errors
Reproducible with these devices:
VLNQA00644 - Oculus Quest 3S (Quest 3S), CPU: Google Tensor G2, GPU: Adreno 740, OS: 14
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
Environment tested: Windows 11 24H2
Notes:
-Reproduces only if MSAA (2x,4x,8x) is enabled
-Reproduces only with OpenGLES3
-Reproduces only with Multi-view/SinglePass Instanced
-Reproduces with both OpenXR and OculusXR plugins
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himanchalsharmaa
Jun 13, 2025 17:50
Just to add onto it, it’s not that this particular pass causes rendering to break. Any kind of pass insertion with the above mentioned MSAA+Singlepass+OpenGL combination breaks it. You could create a temporary color(no depth) RT with the exact same camera descriptor and blit to it(disable pass culling), it would still break. Such a pass is technically doing nothing. FullScreenRenderPass is just the easiest way to replicate.