Search Issue Tracker
Won't Fix
Votes
1
Found in
2022.2.0a16
2023.1.0a1
2023.2.0a1
Issue ID
UUM-3242
Regression
No
[XR] refract hlsl function refracts the occlusion mesh when using stereo rendering
1. The Occlusion mesh black border is being refracted in my bubble shader. Occlusion mesh shouldn't be visible to the user like this.
2. Run the project using Both Eye view in the game view or Run on an XR Headset
Black Occlusion mesh appears in refraction of bubble
This shader uses the refract() function in a custom node in the VFX graph (Labeled Refraction in the node graph)
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
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Resolution Note:
this is due to using the same buffer for refract, and due to the occlusion mesh the mid-section not being rendered.... there are 2 possible workarounds;
1. control the clear color based on the content, or
2. disable the occlusion mesh