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QuadMesh Shader technique in XR #89834
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Can you please try with 4.2.1 or 4.2.2.rc2? |
I am completely unable to export the project on 4.2.2.rc2, I get the error
|
4.2.1 Will let me export, but shader still not working. |
@RiddleMajor I have not been able to replicate your issue with a Quest 2 in 4.2.1, but I noticed something: your shader seems to work properly in the areas of the screen where there are objects, but the area of the viewport covered by the background appears black. Maybe that gives you a hint to solve your issue. Could it be the draw distance is shorter on your Quest so there isn't geometry visible in the background? |
I might be miss interpreting your comment, but my game is in an inclosed space, so there is no background being seen. |
Ah gotcha, in that case yeah, the shader should work. |
If it helps I'm using the start scene in this: https://github.com/GodotVR/godot-xr-template as a basis for my game. |
Tested versions
Godot 4.2.1, 4.2.2.rc2
System information
Using Quest 3 + Sidequest
Issue description
I am using a Quad Mesh placed in front of the camera with a shader material applied. It works correctly inside Godot preview editor and on a windows exe file, but when loading the game on quest, the mesh turns to black, obscuring my vision. I can tell it's the mesh causing the issue because 1. I can put my hands slightly through the mesh and see them 2. If I delete the mesh, it works, just without the shader.
Steps to reproduce
Minimal reproduction project (MRP)
This would take a while, but the specific shader I'm using is in this zip file.
psx_camera_shader.zip
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