Search Issue Tracker
Fixed in 2021.1.X
Votes
24
Found in
2017.4.0f1
2018.4.0f1
2019.1.0a1
2019.1.5f1
2019.2.0a1
2019.3.0a1
Issue ID
1160876
Regression
No
[XR][Oculus GO][Oculus Quest] Using GrabPass results incorrect shader rendering when using Single Pass Stereo rendering
To reproduce:
1. Open attached project "TestSinglePass.zip"
2. Build and run for Oculus Quest
3. Observe results via device
Result: left eye renders the shader affected object in black, right eye does not render the shader affected object at all
Reproduced in: 2017.4.29f1, 2018.4.2f1, 2019.1.6f1, 2019.2.0b6, 2019.3.0a6
Note: reproduced on Oculus Quest and Oculus GO
-
FiveFingerStudios
Apr 28, 2021 21:20
Can this fix be back ported to 2018.4 and 2019.4? There are lots of projects that are affected by this bug.
-
Alex_Heizenrader
Mar 17, 2021 23:31
Seeing this in 2019.4.15f1
-
Jonas-Neuston
Aug 24, 2020 02:45
I noticed that the issue is still active in Unity 2019.4.5f1 for the Quest.
-
Jesus
Nov 07, 2019 17:30
Also occurs on Magic Leap using single pass stereo. Shows nothing in the grabpass texture for either eye.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] [Vulkan] UI that is activated after a delay flickers when a Scriptable Render Pass goes over it
- [Linux] Characters are converted to Latin letters when using IME on Linux
- [Ubuntu] Possible for Create menu to show sections with no options inside
- [Usability] Not possible to set Editor Window text colour to be default black without workaround
- Text field max length is -1 by default
Resolution Note (fix version 2021.1):
Upgrate Grabpass to work with XR.