Recently released a game on Oculus Quest/Rift and doing port to Android/iOS (AR). Everything looks great, except any iOS devices with an A11 chip or newer. The fog is WAY too thick. Tried manual shader stripping for fog levels, turning off features, everything. The only thing that fixes it is turning off the fog, but that’s an important part of the look I don’t want to lose. In fact, with anything other than exponential, it’s so thick that the entire screen just turns a solid color.
Unity 2019.4.9f1
URP 7.3.1


Did you find a solution for this Problem?
Hah I FINALLY found it… ARBackgroundCamera component. If that’s on fog is incorrect on iOS with A11+ chips.
Also, not sure exactly why I need that ARBackgroundCamera component to make the BG work, as I’m using URP with the AR Background Rendering feature and it’s not mentioned in the docs, but that was the only way I could get it to work. We’re not using the BG camera during gameplay, but if tracking is lost it flips it on to help people see what their camera is seeing.
I asked my colleagues about this and they were not aware of this issue.
Could you file a bug report with a repro project and send me the bug ID?
that seems to solve the fog rendering problem, but it also gets rid of the camera background, which is needed for most AR experiences
@Elvar_Orn I’ll see what I can do, but I’m trying to ship and it’s a pretty large project with some fairly complex code, so I don’t have time to do a ton of digging. Maybe cs_shoutrlabs can help since they have the same issue?
@cs_shoutrlabs We’re not laying 3D over video, so I was able to work around it by turning off the ARBackgroundCamera component since we only need the BG video to appear when tracking is lost. Obviously that’s not the case for most AR apps.
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