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Won't Fix

Votes

1

Found in [Package]

7.1.1

Issue ID

1184810

Regression

No

[XR][Oculus GO][Oculus Quest][URP] Shader doesn't render when MSAA is enabled on Multiview

Package: Scriptable Render Pipeline Universal

-

Repro steps:
1. Open QA attached project repro_1184810
2. Build and run on Oculus Quest/Go
3. Observe the plane with the water shader
4. Enable MSAA and build again

Actual: The plane with the water shader isn't rendered

Reproducible with: 2019.3.0b13 ( URP 7.1.1 ), 2020.1.0a14 ( URP 7.1.5 )

  1. Response avatar

    Resolution Note:

    This has been identified by an issue in the Qualcomm OpenGL ES driver on Quest.  In communications with Oculus, they have discussed the issue with Qualcomm, but this issue was elected not to be fixed.  As such. we're resolving this issue as Won't Fix as Unity's use of OpenGL ES is correct (and vetted by Oculus' developer team), and this isn't something we can fix on the Unity side.

Comments (2)

  1. 25e844c0d1c9f833acd1d7db50ab3713?d=mm

    DigitalIPete2

    Feb 22, 2021 11:35

    Is the Quest 2 ever going to be able to support transparent shaders with MSAA and Post Processing using Unity?

    What exactly does this mean for the use of Unity with 'river' shaders (transparent shaders) such as RAM or Staggart Creations, on Quest 2?

    Does it mean transparent shaders will be ok in multiview with MSAA and Post Processing in a later version of Unity or is it a hardware driver issue which will NEVER be fixed?

    We need some urgent guidance on what we are supposed to do with transparent shaders on Quest 2 in Unity...

  2. Bc75b90edcac1ec26cfd78a350b44d9f?d=mm

    fherbst

    Nov 22, 2019 15:31

    This might be the same issue as seen here with the dot pattern on a shader that uses Opaque Texture sampling when using MSAA.

    https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4788#issuecomment-545195183

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