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Issues in Virtual Reality #13
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Sorry I don’t have any VR experience before so I am not sure what to do,
and I don’t have a VR device to validate the fix.
I believe Lux URP essentials shader in the asset-store have the decal
Shader that support VR
|
It actually works on VR (Oculus Quest 2, Unity 2020.1.12f1, URP with Depth Texture activated) out of the box, at least for me. The oculus texture plastered on the wall is the decal from Colin's shader. edit: though I noticed that the decal is not rendered every other frame while moving, only for one eye (right in my case), no idea why. |
In case anyone finds this in the future I found this option in Project Settings > Player > XR Settings > Stereo Rendering Mode |
Still experiencing this issue in 2022, anyone know any alternative solutions? I just need a drop shadow for the character in my 3D platformer but in the VR build it only renders in 1 eye |
I ended up going for the Lux URP Essentials asset for my project. The
projectors worked out of the box in VR.
It's a paid asset but it often goes on sale, and it has a lot of other
interesting features for URP (especially the volumetric lights).
Le mar. 16 août 2022 à 05:41, timothy92 ***@***.***> a écrit :
… Still experiencing this issue in 2022, anyone know any alternative
solutions? I just need a drop shadow for the character in my 3D platformer
but in the VR build it only renders in 1 eye
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If you landed on this issue trying to have (default URP) decals working on Oculus Quest 2: In URP Renderer settings I'm using:
And in the Decal feature :
I hope this might help fixing the issue with this shader too. (Testing it today with Unity 2021.3.12f it is working without any problem) |
Hi ColinLeug-NiloCat,
First of all thank you kindly for providing a solution for decal projectors in URP, as it's quite an important feature yet missing in forward renderers.
I've been putting a lot of work on a decal system using your shader, until I realized it doesn't work in VR. I saw people reporting this issue on another decal projector shader (now depreciated), and the author apparently managed to make it usable in VR.
Would you know if it's feasible with your shader too?
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