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Single Pass Stereo Issue


tedw4rd

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Good news on the URP and single-pass support, the current early access SDK (3.1.94) and preview rom (see pinned thread for details on how to access) has it working with the Mock HMD XR plugin (Wave XR plugin is still forthcoming).  As with all transitions to URP it depends on your shaders (if you haven't transitioned yet) the shader graph is tested as working and URP does improve performance.

Here's a couple screenshots of project settings for enabling URP as well as XR plugin settings:

projectsetting-graphics.PNG.c96b329cc267f33b0eeaed306ca95455.PNG

 

ProjectSettingsXRPlugin.PNG.9b06a6aa7eb6cf4e6dccc822793797a8.PNG

 

Here's a quick review on how to add URP to your project (after installing URP and the Mock HMD XR plugin via the package manager):


1) Create a pipeline asset under Assets
- right click on Assets-> Create->Rendering->URP

2) add it to Graphics project setting (top screenshot)

3) optionally convert shaders for specific materials or whole project. 
- Edit->Render Pipeline -> URP...

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  • 2 weeks later...

What about LWRP? I'm on the latest Focus & WaveVR versions but the same issue still occurs.

btw, there's still some SRP code missing in WaveVR_Camera & WaveVR_Distortion

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Well not exactly. You can have both LWRP & URP installed on Unity 2019.3 for instance.

But we're still on Unity 2019.2 where URP is not available. And as mentioned, single-pass doesn't work on Focus 2.11.1400.216 + WaveVR 3.1.94 on LWRP.

Could we expect support for 2019.2 at some point as well?

Edited by jykholodia
missing question
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  • 2 weeks later...

Most of our effort is going into the new Wave XR plugin (2019.3+) especially since the current XR support is deprecated and will be removed in 2020.1 which is also forthcoming.  It was only via the new XR architecture (2019.3+) that we are able to support LWRP/URP.  Unity kept LWRP to not break the namespace for existing apps.

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