Closed Acimaz closed 4 years ago
Just noticed i opened the project with 2020.1. That might be the problem.
Just found the fix for this from @provencher: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/6359
Apparently it can work without changing the shader by hand. Here are the steps to make it work:
Another thing I've done is to change the controller settings inside the quest camera rig prefab to "hands only", because the app doesn't start without controllers if I don't.
This error is resolved by the fix you mentioned @Acimaz - URP is indeed another solution, thanks for writing it out.
The build process aborts with several errors. One of them is the following:
`Shader error in 'Mixed Reality Toolkit/Standard': Program 'frag', error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #1 of opcode #39 (counts are 1-based). Expected int or uint. at line 134 (on gles)
Compiling Vertex program with _DISABLE_ALBEDO_MAP _CLIPPING_BOX _ROUND_CORNERS _IGNORE_Z_SCALE Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_PASS_FORWARDBASE Disabled keywords: LIGHTMAP_ON _CLIPPING_PLANE _CLIPPING_SPHERE _ALPHATEST_ON _ALPHABLEND_ON _METALLIC_TEXTURE_ALBEDO_CHANNEL_A _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _CHANNEL_MAP _NORMAL_MAP _EMISSION _TRIPLANAR_MAPPING _LOCAL_SPACE_TRIPLANAR_MAPPING _DIRECTIONAL_LIGHT _SPECULAR_HIGHLIGHTS _SPHERICAL_HARMONICS _REFLECTIONS _REFRACTION _RIM_LIGHT _VERTEX_COLORS _VERTEX_EXTRUSION _VERTEX_EXTRUSION_SMOOTH_NORMALS _CLIPPING_BORDER _NEAR_PLANE_FADE _NEAR_LIGHT_FADE _HOVER_LIGHT _HOVER_COLOR_OVERRIDE _PROXIMITY_LIGHT _PROXIMITY_LIGHT_COLOR_OVERRIDE _PROXIMITY_LIGHT_SUBTRACTIVE _PROXIMITY_LIGHT_TWO_SIDED _INDEPENDENT_CORNERS _BORDER_LIGHT _BORDER_LIGHT_USES_HOVER_COLOR _BORDER_LIGHT_REPLACES_ALBEDO _BORDER_LIGHT_OPAQUE _INNER_GLOW _IRIDESCENCE _ENVIRONMENT_COLORING _INSTANCED_COLOR INSTANCING_ON UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING `
All errors are of the same kind and affect the same shader.