URP - Oculus Quest - Transparent Materials not working

I’m trying to create a simple transparent material with alpha channel in the texture (URP).
In the editor, everything shows up as expected. But when I build and run on Oculus Quest, transparent objects don’t get rendered.
I tried every available material from the Universal Render Pipeline. Only Opaque with Alpha Clipping works but as soon as any of the shaders is set to Transparent they no longer show up in the build.

Is this a bug, is there something in the settings I missed, or is it just not supported at this time?

I’m using Unity 2019.0.b11 (URP) and Oculus Quest.

Hi, What version of URP are you using ? 3 days ago version 7.1.5 was released
Im using Unity 2019.3.0 b8 with URP/SG 7.1.5 without that problem.

This has been broken for months, we have reported it and the developers are looking into fixing it and also adding better testing for Shader Graph across XR

https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4803#issuecomment-555324501

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At some point after then, they broke it and they haven’t had automated tests in place to catch anything else breaking unfortunately!

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Thanks for the info. Is there any info on when a fix might be available? It’s quite an essential feature for VR.

I’m using Unity 2019.3.0 b11 with URP/SG on 7.1.5, everything else is also on the latest version.
(Single Pass Stereo Rendering)

Also, I’m not getting any warnings or errors in the console.
Transparency neither works with Standart URP Materials nor with shaders created with SG.

Read the latest issue on the PR here, like I said have been waiting months but they are finally looking into it https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4803#issuecomment-555324501

So, I remedied this is by disabling “BlendOp” in my shader and then I had transparency. Perhaps it’s just the specific blend mode that’s broken or something else. I’ll look into it more later when I have a chance.

for reference:
https://github.com/chibiskuld/UnityShaders/blob/master/Basic/LightmappedTransparent.shader

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Is anyone still having this issue? I am currently unable to render any transparent materials at all on Oculus Quest, with all unity versions from 2019.3.2 to 2019.4.1, and all URP versions from 7.3.1 to 7.5.1.

I tried @chibiskuld 's suggestion and it did not work. None of of @ROBYER1_1 's links currently work.

When I use RenderDoc to analyze a frame in the Quest, RenderDoc shows the transparent objects rendering just fine, but it remains invisible in the headset.

I have noticed that sometimes, some transparent objects will create scattered dot-like artifacts, like so:
screenshot from Quest:


it’s hard to see but if you look close you can see the dots:
6367665--708735--upload_2020-9-30_17-13-22.png
the actual scene in the editor:

Having the same problem on Unity 2019.4.11f1 with URP 7.3.1 and also 7.5.1 on Oculus Quest…
I can’t tell you how angry I am, they make a Render Pipeline optimized for VR, and what? The Render Pipeline has a big problem with rendering trasparent objects on Quest.

Tried all the possible settings, the built-in URP shader, a custom one and one from Amplify.

Nothing worked.

The only way to make it work is to use the MultiPass, but we all know at what price.
Jesus, now I have to switch the entire project again.

I really hope that, on a LTS, such a BIG Problem they are carrying since the last year, will be solved.

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Update to my previous post! I found that the issue was present when i had BOTH Opaque Texture and MSAA active. Both of these are necessary in a lot of situations but I lucked out in the project i was having this issue with, and was able to remove MSAA.

I’m using the built in render pipeline and also can’t get any transparent materials to show on Quest 2 with or without MSAA enabled. Using 2019.4.15f.
However, a build with clean project and example cube shows transparency. Any ideas what could be causing all objects with transparency to not show/load?

Bump, I can’t see my transparent objects either on oculus quest 1. :frowning: Unity 2020.3 URP 10.5

You’ll likely see transparent materials working once you disable MSAA. It’s a knowm bug, that apparently can’t be helped https://issuetracker.unity3d.com/issues/urp-oculus-quest-oculus-go-shader-doesnt-render-when-msaa-is-enabled-on-single-pass-instanced-rendering

I’m a bit late to the party here but does this mean that we cannot use transparency with materials on the Quest 2?

I disabled “Opaque Texture” and kept MSAA x4, and now it works for me. Enabling “Opaque Texture” was causing the issue of not seeing transparent objects.

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I switched the Stereo Rendering Mode to Multi Pass instead of Multiview and now everything displays as expected.