Closed dacaes closed 5 years ago
Thanks to the user Drezus on Unity's forums VR Tunnelling Pro thread, I've found that Iris Z Rejection is what causes that.
From VR Tunnelling Pro Manual I've found that:
"Various modes allow the Iris Z Rejection setting, an optimization that saves pixel fillrate and overdraw. Before the scene is drawn, this writes to the z-buffer where the vignette is opaque. This stops pixels being written only to be obscured by the effect."
So, disabling Iris Z Rejection, the blue frame is gone, but I can't benefit from the performance improvement Iris Z Rejection grants.
Switching to the dev branch should fix this issue. It's a weird bug where unity doesn't export mesh vertex colours correctly on standalone builds - I've changed to a different method on the dev branch.
Thank you! @SixWays
Dev has now been merged into master so this should no longer be a problem - however, please let me know if it is! -Luke
Have you ever have this kind of issue?
Thank you.