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Oculus Quest + GrabPass + Single Pass Stereo + Built-in Standard Render Pipeline

Discussion in 'Image Effects' started by Jonas-Neuston, Aug 19, 2020.

  1. Jonas-Neuston

    Jonas-Neuston

    Joined:
    Jun 10, 2017
    Posts:
    70
    Is anyone successfully using GrabPass on the Oculus Quest in Single Pass Stereo using the built-in standard render pipeline in Unity?

    When I render an object with a glass material (which relies on a GrabPass) in Unity 2019.4.5f1 on the Oculus Quest, it looks as expected with Stereo Rendering Mode set to 'Multi Pass' but with 'Single Pass' the right eye stops rendering and starts to flicker between two previously rendered frames, and the left eye keeps rendering but the glass object is just a basic grey white color.
     
  2. hsuchc8888

    hsuchc8888

    Joined:
    Jan 15, 2016
    Posts:
    8
    Same question here. Have you found a solution? Thanks!
     
  3. Jonas-Neuston

    Jonas-Neuston

    Joined:
    Jun 10, 2017
    Posts:
    70
    No solution found. I think it would be too slow on the Quest anyway. I've removed all materials that required GrabPass.