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Won't Fix
Won't Fix in 3.2.X
Votes
1
Found in [Package]
3.2.2
Issue ID
PPB-3
Regression
No
[XR SDK][OpenXR][Post-Processing] Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye
Reproduction steps:
1. Open the attached project ("1313190Repro.zip")
2. Open the "SampleScene" scene
3. Enter Play mode
Expected result: Ambient Occlusion rendered to both eyes and effect is applied the same as without Play mode
Actual result: Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye (see "FrO7dbQQJv.mp4" video)
Reproducible with: PostProcessing 3.0.1, 3.0.2 (2019.4.20f1, 2020.2.4f1, 2021.1.0b6, 2021.2.0a4)
Could not test with: 2018.4.31f1 (XR SDK not available)
Note:
- PostProcessing 2.3.0 renders only a grey screen to both eyes
Tested:
- Acer WMR
- Oculus Rift S
- MockHMD
Comments (1)
-
mplavcan_vrmc
Mar 15, 2022 15:45
This issue is still present in 2022.1.0b11 (XR Management 4.2.1 / OpenXR Plugin 1.3.1)
It is the only defect blocking a migration of our released product from 2019.4 LTS
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Resolution Note:
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.
Resolution Note (3.2.X):
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.
Resolution Note (3.2.X):
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.