Good afternoon!
I’ve been struggling quite a lot fighting flickering in my scenes when seen in the VR headset (in the Editor everything seems fine). Vegetation probably are the assets that flicker the most since the materials play with alpha cutoff to have a good look on leaves, but other meshes flicker too.
I tried a bunch of things already: forward/deferred rendering (deferred doesn’t work in vr so I left forward), decreasing/increasing textures resolution, enabling MSAA in Quality settings (tested no AA, x2, x4 and x8), disabling HDR in Graphics settings and many other small changes that didn’t work finally.
Since any of those things fixed my issue, I searched how to enable other AA techniques besides MSAA, and found that Post Processing would do the trick (I work with built-in renderer, so I downloaded the Package Manager version).
Followed the process to enable post processing in the scene and made it work in Editor. Added FXAA anti-alising to my player camera Post-process layer component and could see a good improvement in the Game view in Editor when it comes to the edges of the meshes, so I decided to make a build for my headset (btw, I’m using Vive Focus 3). But, when opening my application in the headset, nothing is rendered. No floor, no assets I only see Unity’s default background; empty scene.
Then, I started changing values and enabling/disabling components and I found that Post-process Layer seems to be the trigger. If it’s disabled, the camera renders normally but obviously without the antialiasing and postprocess efects, and if it’s enabled, it renders nothing.
Is there any incompatibility between postprocess and VR in built-in? I found discussions out there about posprocess in VR for URP but not really for built-in so I began to wonder if post-process must not be enabled for built-in render pipeline.
I wasn’t sure where to post since this thread looks like it’s split in two: flickering issue and postprocess issue, so sorry if I didn’t follow the process correctly!
Thanks in advance for the help.