That sounds very strange. I have changed some things in the shadow code, so there's a chance that the patch will improve that, but it will likely not be fixed completely. I will try to fix this problem, but until I get a Oculus for myself, I probably won't be able to pinpoint the error correctly. You could help me by posting photos of the Oculus screens, screenshots aren't possible as far as I know. (After the patch was accepted by Unity, of course...) Thanks! I have never heard of GPU fx, but the shader should actually be in a single draw call (except I'm missing something here). That one draw call needs a lot of performance though!