Hi
I’m testing different shaders that got Depth Texture in the Oculus Quest and they are all displayed wrong. They are fine in the editor but messed up on the Quest.
The problem seems to be with the calculation of the function
LinearEyeDepth
For instance, you can check the built in
Legacy Shaders/Particles/Additive
Or whichever you like. If you move up and down, it seems the depth texture also moves with you up and down. Something very weird going on there using LinearEyeDepth
They work perfectly fine in editor or even on htc vive and pc vr tests. It only happens on the Quest 2 of all my devices.
I posted images and a video with the issue in the VR section here
Bug - Oculus Quest Camera Depth buffer calculations are off - Unity Forum