In v1.1 document, it is written that Blend Alpha , Premultiply , and Additive blending modes are supported.
https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@1.1/manual/ShaderGraph.html
But we’d like to achieve AR occulusion.
We try to check the behaviour of “Blend zero”.
As a result, all of the mesh become black with shader using “Blend zero”
The shader code is below.
Shader "WriteDepth"
{
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry-1"
}
Pass
{
Name "Pass"
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return half4(1, 1, 1, 1);
}
ENDHLSL
}
}
}
( Reference from: https://qiita.com/aa_debdeb/items/d39b0ea8cbfcdc464c02 )
So, my question is that does polyspatial plan to support Blend mode “zero” or other features which can achieve to AR Occulusion.


