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Help  Render fluid after all opaque on Quest only
#1
Hello,

I have a problem with ObiFLuid.

The fluid is displayed well in the editor, but when I test by making an apk on Quest, the fluid is displayed on top of everything: transparent and opaque.
I'm using Universal Render Pipeline / Lit for opaque elements.

Someone have an idea ?


Unity : 2020.3.12f1
URP : 10.5.0
ObiFLuid : 6.2

Thanks in advance

Aurélien
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#2
Hi there,

This can be due to a variety of reasons. Fluid should always be rendered after all opaque objects (objects in the opaque render queue). Also, your render pipeline needs to generate a depth buffer, otherwise fluid will be rendered on top of everything.

Since you're using the standard Lit shader for opaques, only possible reason for this is that depth buffer generation is disabled in your pipeline. Try enabling it. See:
http://obi.virtualmethodstudio.com/manua...ering.html
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#3
(13-09-2021, 11:07 AM)josemendez Wrote: Hi there,

This can be due to a variety of reasons. Fluid should always be rendered after all opaque objects (objects in the opaque render queue). Also, your render pipeline needs to generate a depth buffer, otherwise fluid will be rendered on top of everything.

Since you're using the standard Lit shader for opaques, only possible reason for this is that depth buffer generation is disabled in your pipeline. Try enabling it. See:
http://obi.virtualmethodstudio.com/manua...ering.html
Hi,

Thanks for your reply.

Depth Texture and Opaque Texture boxes is checked :
   
Did you know how can I know if my pipeline generate a depth buffer ?

Thanks

Best
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#4
If I checked Surface Reconstruction AND Lighting, the sorting is well done.
But in this case, the framerate is very low in VR on Oculus Quest...
   
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#5
(13-09-2021, 02:07 PM)aleveque Wrote: If I checked Surface Reconstruction AND Lighting, the sorting is well done.
But in this case, the framerate is very low in VR on Oculus Quest...

Quest is basically a mobile platform, which is very filtrate limited. Rendering at full resolution will probably be too expensive there. You should use downsampling, as stated in the manual:
http://obi.virtualmethodstudio.com/manua...ering.html

Quote:Mobile performance

For desktop platforms, you can get away with full-resolution rendering and all renderer features most of the time. Mobile devices however are typically more fillrate limited, so it can be beneficial to use aggresive downsampling, and skip surface reconstruction if possible. Using simple blending instead of refraction can also improve performance.
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