I am currently facing an issue with the gltf shaders with the stereo instancing mode (tested on Quest PC and Hololens). The object associated with the PbrMetallicRoughness material is only visible for one eye (left).
I get the following error :
Shader error in 'GLTF/PbrMetallicRoughness': variable 'vi' used without having been completely initialized
I am using Unity 2021.3 LTS with the Oculus SDK.
Best
Edit : I did found a solution. It seems that the instance id of the VertexInput variable in "VertexColor.cginc" is not initialized. I just transfered this id from the appdata_full `structure.
WrappedVertexOutput vert_vcol(appdata_full v)
{
// Save the color information
WrappedVertexOutput o;
o.color = v.color;
// Forward this call to the default vertBase
VertexInput vi;
UNITY_TRANSFER_INSTANCE_ID(v, vi);
vi.vertex = v.vertex;
vi.normal = v.normal;
vi.uv0 = v.texcoord;
vi.uv1 = v.texcoord1;
#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
vi.uv2 = v.tetcoord2;
#endif
#ifdef _TANGENT_TO_WORLD
vi.tangent = v.tangent;
#endif
o.innerValue = vertBase(vi);
return o;
}
Hello,
I am currently facing an issue with the gltf shaders with the stereo instancing mode (tested on Quest PC and Hololens). The object associated with the PbrMetallicRoughness material is only visible for one eye (left).
I get the following error :
Shader error in 'GLTF/PbrMetallicRoughness': variable 'vi' used without having been completely initialized
I am using Unity 2021.3 LTS with the Oculus SDK.
Best
Edit : I did found a solution. It seems that the instance id of the VertexInput variable in "VertexColor.cginc" is not initialized. I just transfered this id from the appdata_full `structure.
Tested on Hololens and Quest and it works