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Quest Passthrough and URP

roydmagnuson
Level 4

Currently working on an app that uses both VR and Passthrough. I want to update to URP, but when I do that I lose Passthrough entirely (just black). Works totally fine in Standard. 

 

I am not using an post-processing (it is disabled on the main camera) 

 

Am I missing a fairly simple setting/calibration step, or is this currently not supported? Thanks!


3 REPLIES 3

Roomscale_1
Level 3

You do need to convert the passthrough shader on the standard pipeline to urp. 
There should be a couple of shaders that you can reference in oculus>sampleframework>usage>passthrough>materials. 

1284933037
Level 2

I had sucess enable passthrough in universal render pipeline.... didnt you use any special effect or renderfeature?You can creat an empty project with urp and test it.

mreimer
Level 4

You might find the answer on this post.