Author Topic: Support for VR Single Pass Instanced in built-in  (Read 81 times)

Monil

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Support for VR Single Pass Instanced in built-in
« on: January 08, 2021, 11:49:40 PM »
Hi,

I also have your other assets (volumetric fog, volumetric light) and they work with unity 2020.1 built-in RP forward oculus integration Single Pass Instanced with oculus rift s, but with global snow it doesn't work, it is possible to have a future update to have this working too ?

Kronnect

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Re: Support for VR Single Pass Instanced in built-in
« Reply #1 on: January 11, 2021, 09:04:52 AM »
Hello,
Are you using forward or deferred rendering path?

Monil

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Re: Support for VR Single Pass Instanced in built-in
« Reply #2 on: January 11, 2021, 03:39:43 PM »
Deferred is not supported in built-in Single Pass Instanced, I use forward.

Kronnect

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Re: Support for VR Single Pass Instanced in built-in
« Reply #3 on: January 13, 2021, 10:37:35 AM »
Hello,

After some testing it looks like Unity has issues with CommandBuffers/RenderWithShader APIs using Single Pass Instanced so I'm afraid it's not possible to use that mode with Global Snow. You can use Multi-Pass albeit being a bit slower.

Regards

Monil

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Re: Support for VR Single Pass Instanced in built-in
« Reply #4 on: January 16, 2021, 07:57:23 PM »
Hi,

I changed to Multi-Pass as you advised me, now I have another problem, if I activate HDR in the Global Snow camera after build the project it no longer works, the effect seems upside down I attach an image (Unity 2020.1 deferred)

Thanks for the support
« Last Edit: January 18, 2021, 12:04:09 PM by Monil »

Kronnect

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Re: Support for VR Single Pass Instanced in built-in
« Reply #5 on: January 18, 2021, 08:18:42 PM »
Hi,
I've reproduced the issue. It's related to an Unity bug which inverts the image - I've fixed that (added a workaround) but the coverage fails to cover the scene since the internal occlusion mesh is also added to the additional/zenithal camera (and it shouldn''t be that way). I've submitted a bug repro to Unity and I hope to receive some response soon.
I'll keep you updated.


Monil

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Re: Support for VR Single Pass Instanced in built-in
« Reply #6 on: January 19, 2021, 06:44:21 PM »
Hi,

i also tested in unity 2019.4.18LTS and 2021.1.0b2 and the problem is the same, hope unity fix it soon.

In the meantime if you've fixed it and it works without the use of zenithal camera that would be a great thing.
« Last Edit: January 19, 2021, 06:52:18 PM by Monil »

Kronnect

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Re: Support for VR Single Pass Instanced in built-in
« Reply #7 on: Today at 10:43:24 AM »
Sure, I've send you a pm with a download link.