Closed Hanning-Liu closed 6 months ago
Usually a simple restart of the project fixes that shader issue that may occur directly after installing URP. If the issue still persists after a restart, try to rebuild Unity's shader cache. To do this simply delete [ProjectName]/Library/ShaderCache and restart your project.
@Hanning-Liu what shaders are you using? Is everything in you're scene using shaders from the Mixed Reality Graphic Tools? https://github.com/microsoft/MixedReality-GraphicsTools-Unity
Hi @AMollis. Thank you for your reply! I used custom shader in this tutorial: https://www.youtube.com/watch?v=LMqio9NsqmM, I want to implement a mesh outline effect which is good to use. As for Mixed Reality Graphic Tools, I've tried it, but the effect is nor good enough. You can look through this issue: https://github.com/microsoft/MixedReality-GraphicsTools-Unity/issues/209
@Hanning-Liu thank you for the issue you've reported. Unfortunately, this is not a bug in the MRTK3.
The issue is likely with your custom sharer. It's likely your OpenXR project is setup with Single Pass instance rendering.
You can attempt to switch to "Mutli-pass" to confirm. However, it's highly recommended to use "single pass instancing" for the best performance. In which case you need to update your shader to support "single-pass instance". If you have further questions, please post in the discussion forum.
Describe the bug
The canvas buttons are not displayed correctly on both eyes of HoloLens2 when the URP used. And the image is very laggy. The left eye will become fully white and the right eye can not see anything when the custom renderer feature is used.
To reproduce
Expected behavior
Images on both eyes are displaying the same images and being not laggay. Works well with custom renderer feature of URP.
Screenshots
https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity/assets/42676581/414cb60f-ea27-4bdf-8fae-86355972b6f3
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