#Fullscreen shaders in VR

1 messages · Page 1 of 1 (latest)

sage hamlet
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Hi everyone, I have several full-screen HLSL shaders (each has its own rendering feature) and I need to get them to work in Oculus 3. Initially they weren't showing up at all (I would just see the normal scene in the headset, without my shader), but after some tweaking they now show up, but only in the left eye of the headset. Also, when two or more of the shaders are switched on I see either black screen or a uniform blur. All the XR-related macros are applied. I'm working in Unity 6.0, URP 17.0.3, and there isn't much information out there. Any help would be greatly appreciated! Thanks

cedar prairie
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If using custom features, make sure you're using Blitter API not the older cmd.Blit (as that doesn't support XR)

Shader should probably also include (or use as a template) Blit.hlsl include file in SRP core package, which has the stereo instancing macros & defines/samples the source texture (_BlitTexture) with TEXTURE2D_X macros to support XR.