SRP + UnityXR + MixedReality + PostProcessing == Null (Grey Screen)

Tried on an empty projected and imported everything required.
The moment I turn on Post processing, screen goes gray.
Will this be fixed? Or do I need to move to the URP?

Hi Mike,

Thanks for letting us know,
Couple questions:

  1. Which gfx API is the project using? Is it DirextX11, Vulkan or GLES3?
  2. You mentioned the project is using SRP, are you using HDRP or URP?

Thanks!
Thomas

Sorry, not on my correct computer to check.
I can reproduce the problem by just.
1.Creating a New Unity Project. “3D”.
2.Importing Post Processing, UnityXR Management
3.Install WindowsXR Plugin inside of project Settings XR PluginManagement
4.Setupin the plugin providers and enable iniatlize on start.
5.Add Post processing. Set up the camera to use it.

(So I am not on HDRP or URP, are you suggesting that I use one of the two if I am using UnityXR?)

Same here

The issue is reproducible in Unity 2019.3.5f1. The post-processing works fine both with SteamVR package and XR framework with Oculus plugin.

I have same issue with 3D (built-in render pipeline) project + XR + SteamVR
100% reproducible:

  1. Create new built-in render pipeline project
  2. Importing Post Processing, UnityXR Management
  3. Importing SteamVR plug-in. Configure
  4. Add Post processing (volume). Set up the VR camera to use it.
    I’m having gray screen.
    When disabling VR camera, and using normal (flat) camera, postprocessing works as expected.

Also, the moment I disable Postprocessing Layer component on VR camera, gray screen dissappeares and rendering goes as expected (without postprocessing of course)

I have this same issue using in-built render pipeline + Unity XR Management package + OpenVR XR plugin + setting OpenVR to use single pass instanced rendering + Post-processing package, and setting up a simple scene with a camera containing a post-processing layer and adding some post-processing volumes. It just ends up rendering a grey screen inside the HMD.

I can ‘fix’ it by either (1) setting OpenVR XR plugin to use multi-pass rendering (worse performance) or (2) ditching XR Management and going back to Unity’s legacy VR system.

Please fix this already, it’s been an issue for ages.

1 Like

Hey @VisualDima , can you bug report this please?