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How to make Obi Fluid work in Oculus Quest 2
#7
(28-04-2021, 02:05 PM)josemendez Wrote: Hi,

I'm unable to reproduce this.

"sampler_MainTex" is DX11-style sampler syntax (https://docs.unity3d.com/Manual/SL-SamplerStates.html), not available in OpenGLE3 afaik.

However that particular shader does not contain "sampler_MainTex" at all, it uses the traditional syntax "tex2D(_MainTex)" so there should be no problem. Maybe Unity is internally converting it to DX11 syntax? I'll ask on the Unity forums, as this looks like a bug.

Edit: can you try changing the declaration in Assets/Obi/Resources/ObiMaterials/ScreenSpaceCurvatureFlow.shader line 44 from

Code:
sampler2D_float _MainTex;

to

Code:
UNITY_DECLARE_DEPTH_TEXTURE(_MainTex);

?

Hi Jose,

I tried to delete the shader and the fluid seemed to be different, so I reimported and the error was fixed (don't know what happended haha). Thank you for everything! If I have any other problem or something that I am not able to understand well, I will write you.
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Messages In This Thread
RE: How to make Obi Fluid work in Oculus Quest 2 - by alpaib - 29-04-2021, 10:38 AM