Hello! I'm using Unity 2021.2.0a15.2125 and the built in renderer. I have stereo rendering enabled for my project which can be viewed in VR or on a normal PC display. When creating a build I receive the following errors
Shader error in 'Hidden/Spout/Blit': Output variable vert_yflip contains a system-interpreted value (SV_RenderTargetArrayIndex) which must be written in every execution path of the shader. Unconditional initialization may help. at line 19 (on d3d11)
Compiling Vertex program with STEREO_INSTANCING_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
Using spout receiver still works in the Editor. This issue may be related to a similar issue found here but note I am using the built in renderer, not HDRP.
Please let me know if this is a limitation and I should not use instanced stereo. Thanks for everything!
Hello! I'm using Unity 2021.2.0a15.2125 and the built in renderer. I have stereo rendering enabled for my project which can be viewed in VR or on a normal PC display. When creating a build I receive the following errors
Using spout receiver still works in the Editor. This issue may be related to a similar issue found here but note I am using the built in renderer, not HDRP.
Please let me know if this is a limitation and I should not use instanced stereo. Thanks for everything!