Steps to reproduce:
1. Open the attached user's project "LiquidProQuestVR_Builtin.zip"
2. Open the scene "LiquidVolumePro/Demos/Beer" and build on a Quest 2 with Multi-View enabled in OculusXR settings
3. Observe the GameObject not being rendered
Expected results: Surface shader and multi-view sampling custom textures render in Quest 2
Actual results: Surface shader and multi-view sampling custom textures do not render in Quest 2
Reproducible on: 2021.3.16f1, 2022.2.4f1, 2023.1.0b1
Could not test on 2020.3.44f1 due to project errors when downgrading
Reproducible on these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Notes:
-Issue reproduces with Vulkan and OpenGLES 3
-Issue does not reproduce with MultiPass
-Issue reproduces with OpenXR and OculusXR
-According to the user, the allegedly broken code is in:
C#: LiquidVolume.cs, look for ##region Backbuffer
This code setups a command buffer bound to the camera to capture the depth of the geometry in a render texture.
Shader: LVLiquidPassBase.cginc, look for "// sampling depth from the texture".
This code samples the depth value from the _VLBackBufferTexture (the render texture).
For some reason, either capturing the depth in the command buffer or sampling it from this surface shader is not working with multi-view (VR macros are correctly placed).