Help, some of my materials have encountered some issues in Vision Pro

The following screenshots show the effects in the Vision Pro emulator and Unity. It can be seen that in Unity, the gas effect of the material has volume and shadow, but in the Vision Pro emulator, the gas becomes completely solid color. At first, I suspected overexposure, but in both dark and bright environments, it is a solid color without volume shadow. My material was written using a shader graph and Parallax Mapping nodes, so I initially doubted if overexposure was caused by too many image overlays, but the fact seems to be different. Thank you very much for all your suggestions, they have been really helpful to me



It’s difficult for me to know what might be going wrong here without seeing the project/shader in question. If you can submit it in a bug report and let us know the incident number (IN-#####), we can take a look.

I’m terribly sorry, I forgot it. This is my shader graph node table

I don’t see anything obviously wrong there, but it would be a lot easier for me to test if I had access to the actual project, rather than just a video.

I’m really sorry, maybe I can’t provide you with the project files. According to your suggestion, the problem is not with the shader graph. I can try to find the reason elsewhere. Thank you very much for taking the time to give me a response

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The one thought I had is that it might be an issue with the shader graph target (which you didn’t show in your video, but there was a “Sprite Mask” output that I didn’t recognize). We only support the Lit and Unlit targets on URP and built-in, and if you use an unsupported target (e.g., HDRP), you’ll get a warning and the shader graph will use the Unlit path.

Anyway, good luck!