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By Design
By Design in 6000.2.X
Votes
0
Found in
6000.0.15f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-78534
Regression
No
The shader with the "ComputeWorldSpacePosition" makes wrong patterns in Both Eyes when setting the Render Mode to MultiPass
How to reproduce:
1. Open the “URPXRMP“ project
2. Open the “SampleScene“
3. Observe the pattern on the “Sphere“ GameObject
4. In the “Assets > XR > Settings > MockHMDBuildSettings“ set Render Mode to MultiPass
5. Enter the Play Mode
6. Observe the pattern on the “Sphere“ GameObject on the Left and Right Eye
Expected result: The pattern on the “Sphere“ GameObject stays the same after entering the Play Mode
Actual result: The pattern on the “Sphere“ GameObject differs after entering the Play Mode
Reproducible with: 1.2.0-preview.1, 1.3.0-preview.1, 1.3.1-preview.1, 1.4.0-preview.2 (2022.3.41f1, 6000.0.14f1)
Could not test with: 1.2.0-preview.1, 1.3.0-preview.1, 1.3.1-preview.1, 1.4.0-preview.2 (2021.3.42f1) (Could not resolve the shader issues)
Reproducible on: macOS 14.5 (Intel), Windows 10 Pro (22H2)
Not reproducible on: No other environments tested
Notes:
- Issue only reproduces with Render Mode set to MultiPass
- After entering the Play Mode then opening the Scene view and going back to the Game view, will further break the shader pattern
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Resolution Note:
Issue is coming from the unhandled "unity_StereoEyeIndex" from the reporters side, which needs to be taken into consideration in XR multipass - Pass#1 has eyeID 0 and pass#2 has eyeID 1.
In other words, shaders that behave differently per-eye need to use that ID to do per-eye logic.
Also, multipass rendering is not something that is recommend in XR. The single-pass rendering should be used instead.
Resolution Note (6000.2.X):
Issue is coming from the unhandled "unity_StereoEyeIndex" from the reporters side, which needs to be taken into consideration in XR multipass - Pass#1 has eyeID 0 and pass#2 has eyeID 1.
In other words, shaders that behave differently per-eye need to use that ID to do per-eye logic.
Also, multipass rendering is not something that is recommend in XR. The single-pass rendering should be used instead.