11-20-2016 05:43 PM
03-03-2017 10:34 AM
chrisnolet said:
@ColdSpike, does if work if you use `Offset 1, 1` instead of `Offset 0.1, 1`?
03-09-2017 02:46 PM
cubic9com said:
I found that AvatarSurfaceShaderPBS.shader might cause this.So I did a rough workaround.I added following code at OvrAvatarRenderComponent.cs:75shaderPath = "OvrAvatar/AvatarSurfaceShader";
There might be a little more better workaround...
03-09-2017 05:40 PM
03-12-2017 04:57 PM
03-12-2017 09:54 PM
03-13-2017 01:26 AM
chrisnolet said:
Hi @Yoirgl. You're right: OvrAvatarRenderComponent has completely changed in 1.12. Can you confirm your PBS and self-occulting shaders now look like this?
ZWrite On
Cull Off
ColorMask 0
Offset 1, 1
CGPROGRAM
#pragma vertex vert
i can confirm that this works for me on 1.12 with 5.5.1p4, (as does switching off single-pass stereo).
03-13-2017 09:57 AM
03-13-2017 12:07 PM
BlastoIO said:
Try changing the two occurrences of mul(UNITY_MATRIX_MVP, v.vertex) to UnityObjectToClipPos(v.vertex)
Doc Link
I noticed the texture was moving on the object between draws in the same frame. When I created a variant of the two, I could toggle the effect. I then saw a higher accuracy when using UnityObjectToClipPos (expected vs actual points) when drawing a cube.
As an added bonus, the vert shader for d3d11 uses 8 ops vs 20 ops when using mul, meaning better performance. Even better, this allows the (unnecessary in this case but enabled by default) d3d9/d3d11_9x variants to compile successfully.
For me, this works for all the exceptions listed in this thread using Avatar SDK 1.12.0 in both Unity 5.5.2p2 and Unity 5.6.0b11.
03-13-2017 03:23 PM
03-20-2017 02:19 PM
BlastoIO said:
For me, this works for all the exceptions listed in this thread using Avatar SDK 1.12.0 in both Unity 5.5.2p2 and Unity 5.6.0b11.