Inner Faces Not Rendering Correctly

Hi , I’m currently developing an application for visionOS and have encountered an issue with my Unlit Shader Graph. I am modifying the alpha to hide certain faces of an object, and everything works fine in Unity Editor. However, on a visionOS device or visionOS simulator, some faces are not rendering as expected.

I’ve attached screenshots of the shader settings and the rendering differences between the Unity Editor and the actual device. Any insights into what might be causing this issue or suggestions for a solution would be greatly appreciated.

Thank you in advance!

ShaderGraph Node:


UnityEditor:
71fce1da6615c2633d4f57c8ccc98eea
VisionOS Simulator:

Hi there, can you please post the full shadergraph? Thanks.

As @connorbell-u says, we would need to see the full shader graph to know what’s going on here. However, one thing that comes to mind is the Render Face setting in the target. If you’re using a setting other than “Front,” it will be supported in PolySpatial 2.X (and visionOS 2) but not in PolySpatial 1.X/visionOS 1.X. That’s because Apple only added the option to change the cull face setting in visionOS 2.0.

I used “Both”, I think it is the point. Thank you! So if I really need render both faces, I have to turn to use polyspatial 2.X right? Is it now possible to officially develop using PolySpatial 2.X?

That’s correct. The only workaround would be to modify the geometry so that there are two sets of triangles (with opposite winding orders).

Yes! Both Unity 6 and Xcode 16/visionOS 2.0 are now out of beta, so we definitely recommend Unity 6/PolySpatial 2.0.4 for future development.