I am seeing in the Unity - Manual: Single-pass instanced rendering and custom shaders page that htc vive is not supported, i would like to know if there are plans to make it work or if it is possible
It is working for me (2019.3, UniversalRP)
Good, but 2019.3 is not yet an official release
I have the HTC Vive and the “Single Pass Instanced” option causes problems for me too. Everything except the particle system seems to work properly but the bug that I’m seeing is that my right eye has a dark offset image of nearby geometry superimposed over the top of the particles.
You can see what I mean here in this screen capture where the engine assembly is duplicated in the right eye image as a dark shadow:
Besides this bug, I’m wondering if there is a significant performance improvement when using “Single Pass Instanced” over the standard “Single Pass” option?
Batching is cut in half. I didn’t saw a frame time drop though. But I guess it depends on what’s being batched
