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SDK v37 hand and other shaders not compatible with URP

LegatoDi
Level 3

Hey everyone!

 

I'm just starting diving into VR and I really like new Interaction SDK. I noticed, that Oculus SDK only renders properly with built-in renderer.

I read numerous times that built-in renderer is legacy and URP should be used instead.

So maybe someone can help me trying to understand:

1. Is it still okay to use built-in renderer for Quest 2 projects?

2. If not, how can I convert hand shader ("Interaction/OculusHand") to URP?

 

 

LegatoDi_0-1644055704867.png

 

1 ACCEPTED SOLUTION

Accepted Solutions

rje
Level 4

Last weekend I started the process of making URP compatible shaders for all this -- you can find my repository here: https://github.com/rje/interaction_urp

 

All of the sample scenes should work with the shaders/materials I have in the repository. Please let me know if there are specific shaders/materials missing that you'd like to see ported and I'm happy to add them.

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3 REPLIES 3

rje
Level 4

Last weekend I started the process of making URP compatible shaders for all this -- you can find my repository here: https://github.com/rje/interaction_urp

 

All of the sample scenes should work with the shaders/materials I have in the repository. Please let me know if there are specific shaders/materials missing that you'd like to see ported and I'm happy to add them.

Hey! It's super cool you doing this. I also attempted to fix it, will definitely look at your repo.

I spent 2 days on make fading out hand like it is in Interaction SDK and also in Oculus Home. I didn't figure out how to make good outline though 😞 I used one tutorial which is basically suggests to create one more material which will be black version of the object and make it slightly bigger.

Here is the result (hand mesh has 2 materials ghost and outline): 

LegatoDi_0-1644694378446.png

 

And here you can grab this shader (built in shader graph): https://disk.yandex.ru/d/hMG_KSy9DvSXJw

Nice! Always good to see more folks trying to tackle this stuff.

 

The two trickiest shaders to convert were the hands and the glass door with the stencil masked skybox.

 

For the hands, I ended up breaking up each pass into separate materials to try and replicate the effect they had with the built in shader.

 

For the glass door, I had to add render features for the stencil passes and set some layer masks to make it work.