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Discussion in 'Assets and Asset Store' started by Phantom_X, Jan 22, 2016.
Alright, thanks for the answer!
Hey. I see in the changelogs that the asset supports single pass, however when I actually try it the entire scene renders in only one eye. The culprit seems to be grabpass in the shader, however when I remove this the water doesn't anywhere near as good. Would love to know if there's any solution as single pass is a requirement in our project.
I'm getting this error when using decalicious in conjunction with objects using 'calm water' shaders and the 'mirror reflection' script added to the objects.
MissingComponentException: There is no 'Camera' attached to the "m_waterDisc1200_ReflectionSceneCamera" game object, but a script is trying to access it.
You probably need to add a Camera to the game object "m_waterDisc1200_ReflectionSceneCamera". Or your script needs to check if the component is attached before using it.
ThreeEyedGames.DecaliciousRenderer.OnPreRender () (at Assets/DecaliciousUpload/Scripts/DecaliciousRenderer.cs:102)
CalmWater.MirrorReflection:RenderReflectionFor(Camera, Camera) (at Assets/Calm Water/Scripts/MirrorReflection.cs:252)
CalmWater.MirrorReflection:RenderHelpCameras(Camera) (at Assets/Calm Water/Scripts/MirrorReflection.cs:138)
CalmWater.MirrorReflection:WaterTileBeingRendered(Transform, Camera) (at Assets/Calm Water/Scripts/MirrorReflection.cs:155)
CalmWater.MirrorReflection:OnWillRenderObject() (at Assets/Calm Water/Scripts/MirrorReflection.cs:166)
So this object "m_waterDisc1200_ReflectionSceneCamera" doesn't actually exist in the hierarchy. I believe its created at runtime(?) by the 'mirror reflection' script and used for reflections on the water surface.
Now i don't really care if the water actually reflects the decals, but this conflict is critical and not allowing the game to run. Is there anyway to kill this flag? or workaround the issue using layers?
Are you talking about single pass instantiated? This one has a bug from unity with grabPass indeed. I submitted a bug report, waiting for them to fix it.
The normal single pass works for me though, except for the realtime reflection.
I don't think this is a problem with layers, but probably a problem with cameras. I can't know without seeing the code of decalicious, but I feel like they are doing something with the cameras in the scene OnPreRender maybe? Looks like the camera created by the reflection script gets deleted or something.
Thanks. I was thinking a workaround might help if i have the assets on different layers, but i have not been able to resolve it. I have this same post in the decalicious forums. Hoping that between the two I can help track down the issue. I am more artist less developer.
There is only one single pass option for Android. I believe it is instanced. They claim to have fixed the bug but have not.
Was there any update on this? We are looking to use it for Oculus Go/Quest/GearVR with Single-pass forward rendering in VR. Reflections aren't that important but refraction would be nice.
Single pass works for refraction on devices like the rift, however there is a bug on the unity side for single pass instanced. Devices like Oculus Go/Quest/GearVR seem to be using that mode so we are going to have to wait for the fix on the unity's side for it.
Is there an existing bug report for this to Unity? I couldn't find one for the built-in renderer but there is one here for LWRP/URP which is supposedly active - https://issuetracker.unity3d.com/is...enedepth-doesnt-work-in-single-pass-rendering
I would be happy to submit a bug report to Unity if I fully understood what the bug is?
I'm not sure if there is. I have a basic bug repro that I was planning to send them, but didn't for some reason... I will make sure to send it today.
Thankyou so much, could you please share the Case ID of the Fogbugz link they give you here so I can also contact their QA team to escalate the issue? I'm meeting with their development team later this month for a bug reporting round-table so I need to raise it then also if it isn't fixed by then.
Here's the case Id: 1183978
Planing to add shader based caustics to replace the projector approach. This will be faster and easier to setup!
You are an absolute wizard with this stuff, faster is always better!
Did you have a fogbugz link in your Unity bug report? If so could you message me it please? I will chase their QA team on it. We really need some water materials for our Mobile VR app and nothing works
Does this asset work with Unity 2019.2 and LWRP?
No this is only for SRP.
Thanks for the quick response. Is SRP the default renderer?
yes that's right.