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Description
From our testing, we have come to the conclusion that simple lit shadergraph materials are transparent when played in mixed reality games. I am attaching two previews of different materials applied to four cubes in the scene, and then viewed on a meta quest 3 passthrough mode.
The cubes have different materials with different parent shadergraphs and are labelled as such: (from left)
Lit shader graph
Simple Lit shader graph
Unlit Shader graph
Hard coded lit shader
As apparent from the image, the problem resides in any material using any simple lit shader graph, if:
material overrides is enabled in shader graph
material override specifically being used in materials is not necessary for this bug to appear.
As far as our testing tells us, the render order is still respected as you cannot see the left most cube through the transparency of the simple lit cube. So they aren’t turning into transparent shader, just appearing as one.
Testing:
6.1.3f1: The engine worked flawlessly but had to be upgraded to 6.2.7f2 due to the security issue
6.2.7f2: Simple lit shader graphs are transparent, even if created from scratch
Meta SDK v77 and v78 for passthrough - Both flawed in Unity 6.2.7f2 and both working in 6.1.3f1
HMD is Quest 3
