Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.32f1
2021.3
2022.1
2022.2
Issue ID
1416425
Regression
No
Surface shaders do not correctly set unity_StereoEyeIndex when using Single Pass Instanced rendering in VR
Steps to reproduce:
1. Open the attached "StereoSurfaceShaderBug.zip" project
2. Enter Play Mode and in the Game view observe that the Quad is displayed green on the left display and red on the right display
3. Select the TestMaterial in the Assets folder
4. In the Inspector change the Shader property to Custom/SurfaceShaderWithBug
5. Observe the Game view
Expected result: the Quad is displayed green on the left display and red on the right display
Actual result: the Quad is displayed green in both the left and the right displays
Reproducible with: 2019.4.38f1, 2020.3.33f1, 2021.3.0f1, 2022.1.0b16, 2022.2.0a10
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
To fix this, simply remove the line "UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);" from the surface function. This line is already emitted in surface shaders and adding it inside the surface function is overwriting unity_StereoEyeIndex with zero.