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[XR][Oculus] Using Grabpass shader results in broken pink textures when Single Pass Stereo Rendering Mode is used

Package: XR Management


How to reproduce:
1. Open the attached project ""
2. Connect the Oculus Quest 2 devoce through the Oculus Link
3. Make sure that in the XR Plug-In Management Oculus settings Single Pass Instanced Stereo Rendering Mode is selected
4. Enter the Play Mode

Expected result: There is a proper visual overlap between the sphere and the cube
Actual result: The sphere textures become pink

Reproducible with: 2019.4.29f1, 2020.3.13f1, 2021.1.14f1, 2021.2.0b1
Could not test with: 2018.4.34f1 due to outdated XR versions

Reproducible on:
VLNQA00379, Oculus Quest 2 (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650

- It has been previously fixed on the deprecated XR iteration as seen in the case: 1160876
- Does not reproduce on the Multi Pass Stereo Rendering Mode
- Reproduces both in the Editor and in the Android Build

  1. Resolution Note:

    The shader included in the repro project has an error and won't compile, thus rendering as pink.
    In the fragment shader (GrabPass.shader), the following line should be removed (at line 61) :

    This macro is intended to be used in the vertex shader stage.

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