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Bug URP 14.0.4. VR and Forward+ results in broken lighting

Discussion in 'Universal Render Pipeline' started by larsbertram1, Nov 29, 2022.

  1. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,873
    using "Single Pass instanced" or "Multi Pass" rendering along with MockHDM mixed lighting and Forward+ real time lights show missing lit clusters as you can see in the image below.
    the ground plane uses URP/Lit is gi static and receives ambient from a light map.
    the spot light is realtime only.
    turning of gi static does not fix it. so it looks like Forward+ and VR just do not play nicely together...

    vr.PNG

    using a simple scene with all lights set to real time i get the same artifacts.

    vr1.PNG
     
  2. peterbay

    peterbay

    Unity Technologies

    Joined:
    Nov 2, 2017
    Posts:
    100
    URP Forward+ does not support XR yet, but we are working on it. For an upcoming version, I've disabled the lighting for XR in Forward+, and added a warning in the Universal Renderer inspector (we already warn in the console, but that gets overseen easily) to make it a bit more clear that it is not supported yet.
     
    Kronnect likes this.
  3. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,873
    ah, thanks for the info.
     
  4. Kevin-VFX

    Kevin-VFX

    Joined:
    Apr 17, 2016
    Posts:
    54
    Can you try in 2023.1.0a21? It seems to work properly for me now.
     
  5. ANB_Seth

    ANB_Seth

    Joined:
    Mar 4, 2022
    Posts:
    14
    I am at Unity 2023.2.0a15 and Forward+ is still looking as buggy as shown above. Any news about when Forward+ will be fully supported for VR/XR?
     
  6. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
    983
    What versions of Unity will officially support this in VR?