Search Issue Tracker

Fixed in 2022.2.X

Duplicate in 2021.2.X

Fixed in 2020.3.X, 2021.3.X

Votes

0

Found in

2019.4

2020.3

2021.2

2022.1

2022.1.0a1

2022.2

Issue ID

1406798

Regression

No

[XR][Built-in RP][Surface Shader] UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX is missing from custom surface shader

Shader System

-

Steps to reproduce:
1. Create a VR template project or download the project from the attached Google Drive
2. Install Oculus plugin through XR-plugin management
3. Setup a simple scene that uses a reflection probe
4. Create a new Standard Surface Shader, crank up the associated material's Smoothness and Metallic to make it reflective, and apply it to a cube inside the reflection probe
5. Switch "Render Mode" under the currently active device in XR Plug-in Management to "Multiview"
6. Deploy the application to the headset. Move your head around and observe the reflection on the shiny cube

Expected result: the reflection probe cubemap is sampled from different view angles in left/right eyes, creating a reflection with depth on the cubes.
Actual result: the reflection probe cubemap is sampled from the same view angle in left/right eyes, creating a flat reflection on the cubes.

Reproducible in: 2019.4.36f1, 2020.3.27f1, 2021.2.14f1, 2022.1.0b9, 2022.2.0a6

Reproducible with:
N/A, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650

Note:
-The difference would be subtle if only comparing screenshots, it's best to put on a headset and observe
-This issue does not reproduce with Standard shader, you will need to use a new surface shader
-In multiview rendering mode the world space camera position value is the same in both eyes, resulting all view dependent fragment shading to be incorrect. This includes reflection, parallax mapping, specular lighting, etc.

  1. Resolution Note (fix version 2020.3):

    Fixed in 2020.3.34f1

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.