Why FoveatedRendering.hlsl not works in Apple visionOS XR plugin

I’m developing my demo using Unity 6’s URP and a custom pass through a fullscreen shader. However, when I enable Foveated Rendering in the settings, the image is stretched abnormally. I found a Unity document explaining how to handle Foveated Rendering. Following the document’s instructions, I used functions from FoveatedRendering.hlsl in the fragment stage to remap the UVs, but the screen turned black. Checking the Frame Debug in Xcode, I discovered that the Metal VRRData has no data, causing errors in the remapped UV data. Does anyone know how to solve this?

Hi there,

Could you please submit a bug so we can take a look into it?

Absolutely yes ! I had submit a bug.

@jmunozarUTech It’s my fault. I don’t call CommandBuffer.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled); in my custom pass. Thanks a lot.

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