After updating Vision OS from 2.0 to 2.12 in Unity, a shader graph I created for hair that worked perfectly in version 2.0 is now performing poorly in version 2.12. When I package the application for Vision Pro, the hair looks terrible, like it has automatically activated LOD mode, but I didn’t set any LOD parameters. There is only one texture. When I observe through the glasses, the hair strands appear as jagged mosaics and clump together when viewed from a certain distance, and only when I get very close to the character do I see the effect I observed in version 2.0. Could you please let me know where I should adjust settings to disable this LOD-like effect so that I can maintain the best appearance from any distance?
Are you using RealityKit mode or Metal mode? I don’t know of any changes we’ve made that would affect the quality of shader graphs in RealityKit mode, but if you submit a bug report with the shader (and let us know the incident number: IN-#####), we can take a look.
We are using RealityKit mode, and there are no error reports from the shaders. However, when viewed from a distance in Apple Vision, the effect appears somewhat blurry, and we’re not sure why.
I’m not sure offhand without seeing the shader graph in question, but one thing that comes to mind is the need to use the Sampler State node rather than relying on the sampler states associated with the texture (in case you’re relying on point sampling, for instance). That didn’t change between 2.0 and 2.1.2, though. You can see the shader graph changes here:
Added limited support for the Allow Material Override setting in shader graphs.
Added support for the Cast Shadows setting in Universal shader graph targets.
Added PolySpatial Lighting Data Extension, which provides a more user-friendly (than PolySpatial Lighting Node) way to include PolySpatial lighting behavior.
Improved performance when using shader graphs that use PolySpatial Lighting/PolySpatial Volume to World nodes when volume camera is transformed (and fixed the nodes' behavior with multiple volumes).
Okay, I will give it a try. Thank you very much for your reply.