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2019.4.10f1 with Oculus Quest #10

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juneskiafc opened this issue Oct 27, 2020 · 0 comments
Open

2019.4.10f1 with Oculus Quest #10

juneskiafc opened this issue Oct 27, 2020 · 0 comments

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@juneskiafc
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Hi,
I am a newbie to VR development and stumbled upon this package while looking for a good volumetric fog solution.
I downloaded the package and put it in a really simple scene, with Vapor attached to the CenterEyeAnchor of the OVRCameraRig. In the Game view it looks there is fog, but when I build and run it in my Quest, all I see is black. All the gameobjects have the VaporStandardDefault Material and my Skybox is the Default-Skybox (Vapor) that comes with this package.

I tried to trace the error back and it seems like
m_vaporCompute.SetTexture(i, "BlueNoise", m_blueNoiseTex)
in line 510 of Vapor.cs is the problem; commenting that line out makes the scene render in the headset, albeit with no fog effect. Also,
m_vaporCompute.SetFloat("_Frame", Random.Range(0, m_blueNoiseTex.width * m_blueNoiseTex.height))
on line 461 also makes the screen black, although changing this to
m_vaporCompute.SetFloat("_Frame", Random.Range(0, 512 * 512))
fixed the issue.

Also, the StandardVapor Shader and VaporSim also throws errors, although this doesn't seem to stop the game from building and running.

In Standard (Vapor):

  • output TEXCOORD8 used more than once
  • cannot implicitly convert from 'const struct VertextOutputBaseSimple' to 'struct VertextOutputForwardBase'
  • cannot implicitly convert from 'const struct VertextOutputForwardAddSimple' to 'struct VertextOutputForwardAdd'

In VaporSim:

  • Unrecognized sampler 'sampler_gradienttexture' - does not match any texture and is not a recognized inline name (should contain filter and wrap modes) at FogDensity

I'm using OpenGLES3, Single Pass, Forward Rendering, on an Oculus Quest, developing on Unity 2019.4.10f1 with the Oculus Integration Package.

Please let me know if you need more information! Thank you so much in advance.

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