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Fixed in 12.0.0
Votes
76
Found in [Package]
6.7.0
Issue ID
1149057
Regression
No
[URP] VFX Graph projects have visual artifacts when viewed with certain mobile GPUs
Team notes:
- VFX Graph not production ready on mobile, aim to address during 2020 cycle.
- More info on forums: https://forum.unity.com/threads/effects-created-using-vfx-graph-not-showing-on-android.841465
Repro steps:
1. Create a default VFX Graph
2. Drag it in the scene
3. Build the project for Android
4. Launch the project on the phone
5. Depending on the phone, severe visual artifacts can be visible (images attached).
Notes:
- Visual artifacts on Moto G5s Plus (Adreno 506)
- Works fine on Samsung S9 (Adreno 630)
Comments (34)
-
Thomas_Kole_YIPP
Feb 05, 2020 12:26
Broken in 2019.3.0.f6 on the Samsung Galaxy Tab S6 (Adreno 640 GPU), with Open GL ES 3.
We can't use Vulkan, as this is not supported by ARCore.
It seems to break in the geometry shader, 2 vertices seem to stretch to infinity.
Using a "Output particle mesh" node, rather than a quad, works. You can pass the standard Unity quad mesh instead.
It's much less performant than generated quads, but it's better than not using VFX Graph it at all.Details:
Graphics API: OpenGLES3(require 3.1, 3.1 +AEP,3.2) checkboxes enabled
Unity version: 2019.3.0.f6
Device: Samsung Galaxy Tab S6, Adreno 640 GPU
Unity Packages: AR Foundation 3.1.0, AR Core XR Plugin 3.1.0, Visual Effect Graph 7.1.8 -
Molamil_Mgr
Feb 05, 2020 12:22
As another temporary fix:
The stretch issue ONLY seems to occure with "quads", so if you in the VFX graph in stead of using an "Output Particle Quad" at the end of your graph, try to use "Output Particle Triangle". Of course that might not be possible in your given scenario, but if you can adapt your texture to it, it will not stretch at all!The performance doesn't improve, though. It's equally terrible on Quest/Go even with only a few particles in the scene. It seems the stretch and the performance issues aren't connected.
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TCROC
Feb 01, 2020 14:47
At the time of writing this, this is the most voted issue for the VFX Graph. I can confirm that I'm also experiencing this issue on our Pixel. Are there any updates as to when we can expect a fix for this?
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tcmeric
Jan 28, 2020 13:22
Any chances of this one getting resolved? Quest is a popular device.
-
Staus
Jan 14, 2020 23:39
As a (hacky) solution I've resorted to create my particles using a texture with a transparent border all the way around and in the texture import settings, enable clamping: The simplest one fx. is a 32x32px png with a 16x16px white square inside. I then make sure to "Use Alpha Clipping" in the VFX output to discard the transparent pixels.
I can only hope, that this discards all of the calculations that might otherwise happen along the infinite particle's y-axis.Btw. still and issue in URP/VFX Graph 7.1.7.
-
Staus
Jan 14, 2020 21:41
Updated to URP/VFX Graph v. 7.1.6 and this is still a problem in Oculus GO and Oculus Quest. It's mindblowing to me that this hasn't been solved (or addressed in a blog) yet, given how important those platforms are turning out to be.
Adding some keywords so this issue shows up in search results easier: stretched particles, wrong size, infinite lines, y-axis.
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HECer
Jan 11, 2020 18:39
Have the same problem on the oculus quest....when will it get resolved?
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MrFlyingChip
Jan 10, 2020 08:52
The problem remains in the Unity 2019.3.0.f3 for the Oculus Quest.
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OLGV
Jan 05, 2020 01:18
Any estimates on when it gets fixed? Thanks.
-
Swordancer
Dec 26, 2019 17:50
It works on Snapdragon 855 with the latest version now. Still problems on Snapdragon 636 and 625.
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Resolution Note (fix version 12.0.0):
Fixed in 2022.1.0a12. Verified on Samsung Galaxy Fold 2. Thank you all for following this issue. The VFX Graph is not out of preview for mobile and our aim is to address this during the 2020 cycle. This will include looking into mobile issues such as this one, as well as a further focus on URP integration, including lit shaders.
We will temporarily close this issue with a 'postpone' tag to manage expectations that there won't be an imminent resolution and that work on this will come as part of a bigger mobile push for the VFX Graph throughout this year. Please rest assured that the issue is very much on our radar and will be looked into by out team.
Stay healthy and safe!