ChengNan Yang
ChengNan Yang
@wirelessdreamer Are you using Universal RP 7.3.1 or 7.5.1?
@wirelessdreamer You mentioned the color is grey, so you think it should be other color instead of grey? I replaced the shader (Univeral Render Pipeline/Lit) manually and it is also...
@wirelessdreamer Black is the default shader provided by the SDK, if I replace the VIU's default controller model(White) with Universal Render Pipeline/Lit shader it looks just like the one I...
> I changed from "_Surface" to "_BaseMap" and the error went away, its still grey though. Could you help to try below code? if (m_shaderOverride == null) { mesh.sharedMaterial.SetTexture("_Surface", OvrAvatarComponent.GetLoadedTexture(surfaceTextureID));...
I guess "_Surface" is a customized shader property by Oculus, that's why when loading URP/Lit and it will show that error. https://answers.unity.com/questions/1169367/how-to-get-the-property-names-from-shader-in-runti.html I will resolve this in next release.
@wirelessdreamer Please try below solution if it works on your side. if ((mesh.sharedMaterial.GetTexture("_Surface") != null)) { mesh.sharedMaterial.SetTexture("_Surface", OvrAvatarComponent.GetLoadedTexture(surfaceTextureID)); } On my side, it works without printing the error message. If...
@wirelessdreamer I can only think of getting the GetPropertyCount of shader to differentiate between Oculus's and URP's. if (mesh.sharedMaterial.shader.GetPropertyCount() == 3) { mesh.sharedMaterial.SetTexture("_Surface", OvrAvatarComponent.GetLoadedTexture(surfaceTextureID)); } I am still looking for...
@wirelessdreamer Did you try the solution yet? I double check the solution with Oculus Rift S, Link Quest and Quest, no errors found.
@wirelessdreamer Did you accept all for VIU's recommended settings for Oculus Desktop? By looking into the details of URP/Lit shader, it is white or maybe a bit greyish(after I accept...
@wirelessdreamer I will need to discuss this internally or provide you with sample code. Sorry for the inconvenience.