Search Issue Tracker
Won't Fix
Won't Fix in 3.2.X
Votes
1
Found in [Package]
3.2.2
Issue ID
PPB-3
Regression
No
[XR SDK][OpenXR][Post-Processing] Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye
Reproduction steps:
1. Open the attached project ("1313190Repro.zip")
2. Open the "SampleScene" scene
3. Enter Play mode
Expected result: Ambient Occlusion rendered to both eyes and effect is applied the same as without Play mode
Actual result: Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye (see "FrO7dbQQJv.mp4" video)
Reproducible with: PostProcessing 3.0.1, 3.0.2 (2019.4.20f1, 2020.2.4f1, 2021.1.0b6, 2021.2.0a4)
Could not test with: 2018.4.31f1 (XR SDK not available)
Note:
- PostProcessing 2.3.0 renders only a grey screen to both eyes
Tested:
- Acer WMR
- Oculus Rift S
- MockHMD
Comments (1)
-
mplavcan_vrmc
Mar 15, 2022 15:45
This issue is still present in 2022.1.0b11 (XR Management 4.2.1 / OpenXR Plugin 1.3.1)
It is the only defect blocking a migration of our released product from 2019.4 LTS
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
- Error “Shader error in 'YSCloudCover': call to 'tex3D' is ambiguous at Assets/YSCloudCoverText.shader(606) (on d3d11)“ is present when compiling tex3D shader with DXC
- Placeholder asset is not loaded with Advertisement Legacy sample when using the latest version of the package
- Addressables content build fails but the Player build is successful when building a development build
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
Resolution Note:
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.
Resolution Note (3.2.X):
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.
Resolution Note (3.2.X):
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.