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Weird image glitch with Universal Rendering Pipeline #1065

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Alvarden15 opened this issue Oct 23, 2019 · 6 comments
Open

Weird image glitch with Universal Rendering Pipeline #1065

Alvarden15 opened this issue Oct 23, 2019 · 6 comments

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@Alvarden15
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Alvarden15 commented Oct 23, 2019

ERROR ENCOUNTERED

There is a weird glitch that distorts the image of the app when it's built with the Universal Rendering Pipeline.

DETAILS

  • Unity: 2019.3.0b7
  • Google VR SDK for Unity: v1.200.1
  • Target OS: Android

STEPS TO REPRODUCE THE ISSUE

  1. Download the URP from the Package Manager
  2. Install and update the project's materials
  3. Go to the Project settings and set the Stereo Rendering Mode to single pass.
  4. Enable Post processing to the camera.
  5. Build and run the app
  6. Install the app
  7. Run the app on the phone

Here's the result:
Screenshot_20191023-103100_Puruchuco

Can't confirm if it's something from the Pipeline, the SDK or the editor. If anyone has an answer, please let me know.

ADDITIONAL COMMENTS

I tested it on a Samsung Galaxy S7. Not sure if it also happens to other devices.
Here are my Project settings on detail:

ProjectSettings1

ProjectSettings2

ProjectSettings3

Yes, i lowered some graphic aspects on purpose to reduce heating.

@andylikh
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Using:
Google VR package
VFX Graph
Unity 2019.3


I HAVE THE SAME EXACT ISSUES! and this issue applies to IOS as well in unity 2019.3beta

So if you look at the images below.
There are a lot of artefacts when building to android using both Vulkan and OpenGLES3 if I use Single-pass rendering mode for VR.

I have tried Building only Vulkan or only OpenGLES3 they both result in artefact with Single-pass.

Vulkan with Single-Pass
image

Multi-pass with OpenGLES3. (OpenGLES3 doesn't seem to work with VFX graph on android, I have tried a build without VR and it will still cause Artefacts)
image

The correct scene view: The fix for the artefacts is to use Multi-pass with Vulkan, but then it would no longer be stereoscopic VR
image

But if I using single-pass it wouldn't let me use Vulkan Graphics API for VR.
image

So I am in a catch 22 situation. Please, can any provide a suitable solution that will allow me to render in stereoscopic view and in Vulkan?

@andylikh
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image
This is on iphone6 plus

@makakaorg
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makakaorg commented Oct 31, 2019

Have similar issues, but not doubling pieces. I have black gaps instead. If I disable Post processing stack v2, then all is OK with OpenGLES3, Unity 2019.2.9, iOS 12 with iPhone 6 & iOS 13 with iPhone XS Max

@Alvarden15
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Yeah, apparently Google VR and Post Processing Stack don't get along. I tested it too and the black gaps appeared, obstructing the view.

@andylikh
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andylikh commented Nov 1, 2019

Oh is this to do with "Volume" Post-processing? So if I remove it, it would look normal?

@makakaorg
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Oh is this to do with "Volume" Post-processing? So if I remove it, it would look normal?

I didn't test post processing stack v2 with separate area (as v2 can) instead of whole camera view, but please test it and tell here it's working or not.

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