Hi everyone,
I’m working on a VR project for the Meta Quest 3 using Unity URP, and I’m having trouble rendering high-resolution 2D textures (they are paintings assets) without flickering.
Here’s the issue:
- The paintings are basically kind of flat models with unlit materials applied.
- At high resolutions (e.g., 2K textures without mipmaps), lines and details in the paintings flicker noticeably in VR.
- Mipmaps reduce the flickering but cause a loss of detail, which is undesirable.
I followed Meta’s recommended quality and graphic settings for Unity projects.
What I’ve tried so far:
- Enabled 8x MSAA and set Render Scale to 2.0.
- Tried different import settings, used Trilinear Filtering and also Ansio level at 16
- Applied a custom unlit shader prioritizing high-quality texture sampling.
- Tested with render textures for the paintings (same issue persists).
Despite these attempts, the flickering persists. It’s mostly noticeable on lines and details within the paintings, not the edges.
Any ideas on how to fix this issue and ensure the paintings render sharply and consistently in VR?
Thanks in advance for any suggestions!
Here’s a photo of the painting