You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
a PBR material using the MRTK Standard Shader with reflections enabled feels right in the Unity Editor (2019.4.4f)
looking throught the Oculus Quest headset however shows that the reflections are being rendered from the same origin point for both eyes. This results in having no depth to the reflection and it looks really weird and wrong.
When previewing using Oculus Link (so running from the PC) the depth does look correct so it's something introduced when building the shaders for mobile (android).
To reproduce
Steps to reproduce the behavior:
Create a VR project for Oculus Quest using Unity 2019.4.4f, Single pass, forward rendering, NO URP
Create a highly reflective MRTK Standard Shader material with or without a channel map.
Create a scene where you have something to reflect of and attach the material.
Build for the Quest and run on device.
Move around the scene and look at the reflection. It feels like something is moving on top of the material instead of a clear reflection both eyes are seeing the same reflecting image and the illusion of reflection is gone. Close one eye and move sideways and you'll see the reflections feels okay again.
Expected behavior
a reflection that looks different for each eye
Screenshots
Very hard to take a screenshot explaining the problem as the quest only allows me to screenshot one eye.
Your setup (please complete the following information)
Unity 2019.4.4f
Single pass, forward rendering, Standard Rendering Path, No URP.
MRTK Version 2.3.0
Oculus Utilities
Target platform (please complete the following information)
Oculus Quest VR SDK
Android
Additional context
Fixed it by adding this to the shader:
Starting on line 987:
Original issue: microsoft/MixedRealityToolkit-Unity#8207
Describe the bug
a PBR material using the MRTK Standard Shader with reflections enabled feels right in the Unity Editor (2019.4.4f)
looking throught the Oculus Quest headset however shows that the reflections are being rendered from the same origin point for both eyes. This results in having no depth to the reflection and it looks really weird and wrong.
When previewing using Oculus Link (so running from the PC) the depth does look correct so it's something introduced when building the shaders for mobile (android).
To reproduce
Steps to reproduce the behavior:
Create a VR project for Oculus Quest using Unity 2019.4.4f, Single pass, forward rendering, NO URP
Create a highly reflective MRTK Standard Shader material with or without a channel map.
Create a scene where you have something to reflect of and attach the material.
Build for the Quest and run on device.
Move around the scene and look at the reflection. It feels like something is moving on top of the material instead of a clear reflection both eyes are seeing the same reflecting image and the illusion of reflection is gone. Close one eye and move sideways and you'll see the reflections feels okay again.
Expected behavior
a reflection that looks different for each eye
Screenshots
Very hard to take a screenshot explaining the problem as the quest only allows me to screenshot one eye.
Your setup (please complete the following information)
Target platform (please complete the following information)
Additional context
Fixed it by adding this to the shader:
Starting on line 987:
#if defined(_NORMAL) || defined(_REFLECTIONS) || defined(_ENVIRONMENT_COLORING)
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#endif
The text was updated successfully, but these errors were encountered: