Replies: 5 comments 5 replies
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Sorry you're hitting this issue! In the image you sent, it almost looks like edge softening is disabled. Couple of questions/things to validate:
To reproduce the issue, could you please provide:
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I've got a similar experience, with the edges, using unity / standard render pipeline and developing to VR. Its not a showstopper - and if I blur with the shadow around the UIblock2D elements it's less noticeable. You'll see the edges of the box are clearer - yet the button has jagged edges. |
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Apologies for the delay (again), but a fix for this has been submitted! I will follow up here when it's approved and published, hopefully in the next couple of days. |
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Ok, I've just got to say ... WOW ... The update has made a huge difference to the visual quality on VR. |
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Very happy that you were able to fix this. It's incredible to have non-flickering UI on Quest. You guys are the best 💪 |
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I'm trying to reduce UI anti-aliasing on Quest 2 for my project. I increased global edge soften width to 3 and I'm using 4x MASAA with URP. In editor, everything looks very good, but on device UI AA is really noticeable. In the following screengrab from Quest 2, I have a spatial UI element that is composed as follows:
GameObject (scale ~ 0.1)
-UIBlock (scale 1)
--UIBlock2D (scale 1, white body)
Could this be an issue with scale? Mobile shaders? Any help is appreciated.
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