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At present, the shaders do not work properly with Single Path Instanced Rendering, which is commonly used by XR headsets (HoloLens, MagicLeap One).
Please consider adding the following changes:
@MeshChain.cginc:
appdata_meshChain { UNITY_VERTEX_INPUT_INSTANCE_ID ... }
appdata_meshChain
{
UNITY_VERTEX_INPUT_INSTANCE_ID
...
}
struct meshChain_vertex { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO ... }
struct meshChain_vertex
UNITY_VERTEX_OUTPUT_STEREO
meshChain_vertex vert(appdata_meshChain v) { meshChain_vertex o; UNITY_INITIALIZE_OUTPUT(meshChain_vertex, o); UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); ... }
meshChain_vertex vert(appdata_meshChain v)
meshChain_vertex o;
UNITY_INITIALIZE_OUTPUT(meshChain_vertex, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 frag(meshChain_vertex i) : COLOR { UNITY_SETUP_INSTANCE_ID(i); ... }
half4 frag(meshChain_vertex i) : COLOR
UNITY_SETUP_INSTANCE_ID(i);
The text was updated successfully, but these errors were encountered:
+1 so obvious necessity! How could one make an official XR asset without following official guidelines?.. Thank you zxubian
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At present, the shaders do not work properly with Single Path Instanced Rendering, which is commonly used by XR headsets (HoloLens, MagicLeap One).
Please consider adding the following changes:
@MeshChain.cginc:
appdata_meshChain
{
UNITY_VERTEX_INPUT_INSTANCE_ID
...
}
struct meshChain_vertex
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
...
}
meshChain_vertex vert(appdata_meshChain v)
{
meshChain_vertex o;
UNITY_INITIALIZE_OUTPUT(meshChain_vertex, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
...
}
half4 frag(meshChain_vertex i) : COLOR
{
UNITY_SETUP_INSTANCE_ID(i);
...
}
The text was updated successfully, but these errors were encountered: