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Votes

0

Found in [Package]

7.6.0

Issue ID

1338441

Regression

No

[XR SDK] [URP] Shadergraph Skybox shader is not being cleared when Single Pass Instancing rendering mode is used

Package: Scriptable Render Pipeline Universal

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Reproduction steps:
1. Open the attached project ("1338441R.zip")
2. Open the "ShadergraphSkyboxOneColor_XR" scene
3. Enter Play mode
4. Move HMD around
5. Observe Skybox in the Game window

Expected result: Skybox is red
Actual result: Skybox isn't cleared (see "AoR2bO3bv5.mp4" video)

Reproducible with: URP 7.6.0, 10.5.0, 12.0.0 (2020.3.11f1, 2021.1.9f1, 2021.2.0a18)
Could not test with: 2018.4.35f1 (XR SDK not available), 2019.4.27f1 (Shader errors)

Tested:
- MockHMD
- OpenXR with Acer AH100

  1. Resolution Note:

    Thank you for opening this issue.  We are aware of the problem and working on solving it. .You can track the project of the originally filed issue here: https://issuetracker.unity3d.com/issues/oculus-xr-custom-shadergraph-shader-in-skybox-breaks-single-pass-instanced-rendering-in-the-editor

Comments (1)

  1. TheBlatantOne

    May 10, 2022 23:15

    I found a solution in another thread. Export the shader graph to code and add ZClip False to the render options in the the shader code. Worked for me with single pass rendering.

    I found the solution here: https://forum.unity.com/threads/hls...x-shader-with-single-pass-instancing.1234660/

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