Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.32f1
2021.3
2022.1
2022.2
Issue ID
1416425
Regression
No
Surface shaders do not correctly set unity_StereoEyeIndex when using Single Pass Instanced rendering in VR
Steps to reproduce:
1. Open the attached "StereoSurfaceShaderBug.zip" project
2. Enter Play Mode and in the Game view observe that the Quad is displayed green on the left display and red on the right display
3. Select the TestMaterial in the Assets folder
4. In the Inspector change the Shader property to Custom/SurfaceShaderWithBug
5. Observe the Game view
Expected result: the Quad is displayed green on the left display and red on the right display
Actual result: the Quad is displayed green in both the left and the right displays
Reproducible with: 2019.4.38f1, 2020.3.33f1, 2021.3.0f1, 2022.1.0b16, 2022.2.0a10
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
- Errors “RenderPass: Attachment 0 is declared as depth attachment but RGBA8 sRGB is not a valid depth format.“ and “BeginSubPass: Not inside a Renderpass“ are present when using Native RenderPass with a RenderTexture that only has depth output
- ArgumentOutOfRangeException is thrown when an empty DropdownField is clicked at runtime
- [tvOS] "EXC_BAD_ACCESS" error is thrown when Painter2D.ClosePath is called
- Bad Naming Convention in Shortcuts Window for Sprite Shape Editing
- Bad Naming Convention in Shortcuts Window for Shader Graph
Resolution Note:
To fix this, simply remove the line "UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);" from the surface function. This line is already emitted in surface shaders and adding it inside the surface function is overwriting unity_StereoEyeIndex with zero.