- changed component to Graphics
[VR] UI components don't appear in both eyes
Many UI components and in-flight computer displays do not appear in both eyes when using VR.
Comments (5)
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reporter -
reporter Perhaps some of this is relevant?
The suggested fix is to enable “Single pass“
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Just to document some explanation from the developer channel about this issue:
XWVM is currently using HDRP single pass mode. The problem has to do with how HDRP supplies the left/right eye data to the shaders and SRP batching. Alas, it does not use the same method to pass the data as either the legacy pipeline or URP (aka LWRP). I read through the HDRP source code but couldn’t find a way to coax it to supply the correct data. The underlying mechanism is completely different than both the “single pass double-wide” and “single-pass instanced” process.
The shaders actually work in multipass mode, but WinMR plugin crashes in build. Unity support said that WinMR supports single pass only.
So the “correct” solution from HDRP perspective is to use HDRP/* based shadergraph shaders. Unfortunately there is no drop-in replacement for either
UI/Default
or TextMesh Pro shaders, which the menus etc make heavy use of. I took a shot at writing a drop-in replacement forUI/Default
but got stuck on issues with the stencil buffer semantics, which our scrollable menus do use. TextMesh Pro replacement is a huge can of worms, but it seems that the TMP author is working on a shadergraph version, which would solve that problem.So sorry, it may be a while before we can fix all this.
@Jason McNew
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reporter Thanks for the detailed update.
Would an Oculus-only build work without WinMR?
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- changed status to resolved
Fixed in unity update - 2020.1 I think.
@Foonix
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