Author Topic: Issue with multiview/single pass stereo VR  (Read 102 times)

reddo

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Issue with multiview/single pass stereo VR
« on: April 10, 2021, 05:34:19 AM »
Hi,

When viewing liquid on Quest 2 in multiview/single pass stereo it's not showing correctly.
Screenshot is attached. Topology is Cylinder and tried both Default No Flask and Simple

When viewing in VR on desktop with single pass stereo instanced, it's renders fine.
- Am using the Oculus XR plugin with Unity XR Plugin Management
- Using Oculus Integration v23.1
- I've tested builds from Unity 2019.4.17f as well as 2021.1.1f1 with the same results.

Thanks for any assistance regarding how to fix it.


Kronnect

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Re: Issue with multiview/single pass stereo VR
« Reply #1 on: April 12, 2021, 02:40:11 PM »
Hello,

Just tried Liquid Volume Pro with that setup. I used the Simple Cylinder Prefab included in the asset in an empty scene and it looks fine in Quest with Multi-View.
Disable "Refraction Blur" option since it's not fully compatible with Single Pass render methods. Other than that, it shold work fine.

I've also tested it with Oculus Camera Rig. In this case I had to disable the "Recommended MSAA level" setting in the inspector as it causes issues with this kind of effects.

Regards

reddo

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Re: Issue with multiview/single pass stereo VR
« Reply #2 on: April 13, 2021, 07:44:04 AM »
Hi again,

Thank you very much for taking a look. On further inspection I also found I'm getting shader errors from the cginc files such as

Shader error in 'LiquidVolume/Simple': undeclared identifier 'sampler_CameraDepthTexture' at Assets/LiquidVolumePro/Resources/Shaders/LVLiquidPassBase.cginc(276) (on gles3)

Compiling Vertex program with DIRECTIONAL STEREO_MULTIVIEW_ON LIQUID_VOLUME_DEPTH_AWARE LIQUID_VOLUME_SPHERE
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING SHADER_API_GLES30 UNITY_PASS_FORWARDBASE
Disabled keywords: LIQUID_VOLUME_DEPTH_AWARE_PASS LIQUID_VOLUME_NON_AABB LIQUID_VOLUME_IGNORE_GRAVITY LIQUID_VOLUME_CUBE LIQUID_VOLUME_CYLINDER LIQUID_VOLUME_IRREGULAR LIGHTPROBE_SH VERTEXLIGHT_ON UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING

Is there anything I can change here?
Current quality is on Low in the Quality settings
Thanks again for any help

Regards

« Last Edit: April 13, 2021, 08:10:40 AM by reddo »

Kronnect

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Re: Issue with multiview/single pass stereo VR
« Reply #3 on: April 13, 2021, 08:43:53 AM »
Could you please try latest beta?