Does anyone have a configuration of URP/LWRP that is working for them on the Oculus Quest?
I’ve been running into a few problems here and there, trying more or less all of the official and preview builds up to 2019.3. I’m running IL2CPP Arm64 Builds (Oculus Quest requires 64-bit for all new builds) with Single Pass rendering.
how far i know, VFX Graph is currently (!) not completly supportet in URP-VR. And i think the performance of the quest would not optimial for a VFX Graph effect.
LWRP shadergraph on 2019.2.12f1 was working fine on the Quest with LWRP 6.9.1.
I upgraded my project from 2019.2.12f1 to 2019.3.0f1 and now graphs seem to produce random errors on the Quest that do not appear on screen or HTC Vive. It seems as if input variables are messed up. Apparently, URP 7.1.6 is not quite okay for Quest, yet. I recommend you try Unity 2019.2 to get anything done
Shader Graph
I figured out that there was a problem with blackboard variables of type Vector3 in shader graph when building for android. The c# api methods. Not positive it is still the case in the latest version, though.
MaterialPropertyBlock.SetVector and Shader.SetGlobalVector accept a Vector4 as parameter. This will work fine on Windows, but not in Android builds where calling it messes up the shader variables.
As a resolution, try changing your Vector2/Vector3 shader variables to Vector4. That worked for me. Dunno how this affects performance, but at least it’s working.
VFX Graph
It is possible to get VFX graph working in URP VR even on Oculus Quest. You need to use the Vulkan graphics API for this https://globalxr.community/2020/04/11/how-to-render-visual-effect-graph-particles-with-vulkan-in-the-oculus-quest/. However, I have noticed that performance does not benefit from this on the Quest. The GPU is the bottleneck and you probably don’t want to transfer computation from the CPU to the GPU too much. Since the Shuriken particle system uses jobs now, it is actually quite performant.
Post Processing on Oculus Quest is a no-no in any case.
URP is working fine on Quest 2. I haven’t tried VFX graph, yet. It will probably work, but I would assume that it still makes sense to stay with Shuriken for performance. But this is just me guessing. However, VFX graph and shuriken do have different use cases, so it would be interesting to know. If I run an experiment, I’ll try and remember to post the results here.