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Fixed in 2021.2.X
Fixed in 2019.4.X, 2020.3.X, 2021.1.X
Votes
0
Found in
2019.4
2020.1
2020.1.8f1
2020.2
2021.1
Issue ID
1284715
Regression
No
[XR SDK] SSAO Pro from Asset Store is broken/inverted when Single Pass Instanced rendering mode is used
Reproduction steps:
1. Open the attached project ("ShaderRepro.zip")
2. Open the "SampleScene" scene
3. Enable MockHMD XR plugin (Project Settings -> Mock HMD Loader)
4. Set MockHMD Stereo Rendering Mode to Single Pass Instanced
5. Enter Play mode
Expected result: SSAO Pro effect behaves as in Multi Pass Stereo Rendering Mode
Actual result: SSAO Pro effect is broken/inverted
Reproducible with: XR SDK 3.2.17 2019.4.16f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0s10
Not reproducible with: 2018.4.30f1 (XR SDK not available)
Tested:
- Oculus Rift S
- MockHMD
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Resolution Note (fix version 2021.2):
Fixed with 2021.2.0a10, backported to 2021.1.22f1, 2020.3.18f1, 2019.4.31f1
We've identified the issue preventing the correct generation of the depth normals texture. A fix will for Unity will follow.
Note that in order to use single-pass instanced, you need to fix your shader code with the following edits in order to correctly sample from texture-array :
//sampler2D_float _CameraDepthNormalsTexture;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture);
//half4 nn = tex2D(_CameraDepthNormalsTexture, UnityStereoTransformScreenSpaceTex(uv));
half4 nn = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthNormalsTexture, UnityStereoTransformScreenSpaceTex(uv));