Couldn’t find anything about this in the issue tracker, but my Valve Index HMD will not render the right-eye in any URP project Multi-Pass or Single Pass rendering. Normal 3D projects work just fine—it’s specific to the URP template.
Looking for help on this issue, otherwise I will post a bug report.
This may be due to post processing in the URP template. There is a known issue where post processing does not work correctly. Try turning it off and see if that helps. Multipass rendering with URP will also not work right now and you can get one eye that won’t render.
Got the same issue with multipass.
Fortunately I use single pass for performance reason but I feel bad for people having to use multi pass as it’s broken right now.
Unity should add this to the known issues by the way.
Hi Leonhard, we are having several other issues with URP on Android VR (Oculus Go/Quest) where we feel there has been slow progress since October last year when we had a response from the XR Graphics Lead on it but more issues have come up since then than fixes, see below.
“Using the Unity Universal Render Pipeline may break Fixed Foveated Rendering on Oculus Quest and Oculus Go when using the linear color space or modifying the eye texture resolution scale.”
@LeonhardP
Would be happy to know this bug is scheduled to be tackled too:
Currently the URP deform shader is broken in VR with single pass, we could temporary move to multi-pass but it’s broken too (and it’s not a real solution anyway for performance reason).
Any love for VR and URP before final 2019.3 release will be much appreciated!
Thx!
This issue still does not have a solution but, if you can, by disable opaqueTexture in your PipelineAsset. with this I was able to keep both transparency and MSAA working with both URP 7.2 and 7.3 in Multiview mode. It may have some other gochas but here is the post I got the idea from https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5060#issuecomment-562692795
I try to port an image effect to URP for VR and seems impossible, i cannot even get a simple Blit work, the sampling of the main texture seems wrong whatever i tried
Any help on this would be greatly appreciated. In the post image effect i just blit the background in a temporary texture and render it with this pass, this works ok on normal pass VR, but single pass instanced is not working.
I changed my project to use URP, and the right eye stopped working ( Oculus Rift / Quest )
I’ve read on the top that this issue is fixed ? or I read it wrong ?