Environment
- Unity: trunk
- Project: xr.xrautomatedtests / GraphicsTests / EndToendTests / URPIntegrationTests
- Pipeline: URP, RenderGraph
- Device: Meta Quest 3 (Adreno Gen7 GPU, Android 14, HorizonOS eureka)
- Graphics API: Vulkan
- XR: OpenXR + Meta Quest, QuadView layout enabled
Repro
- Build URPIntegrationTests for Android/Quest with QuadView enabled.
- Deploy to Quest 3, launch app.
- Look around so that the QuadView foveated/peripheral border aligns with the terrain horizon.
Actual
Skybox visibly clips through the terrain just below the horizon line along the QuadView border — the peripheral view region composites the skybox over terrain geometry that the inner view still renders correctly, producing a visible artifact strip below the horizon where the two QuadView regions meet.
Expected
Terrain occludes the skybox continuously across the QuadView boundary; no visible seam or overdraw of skybox onto terrain.
Notes
- Only observed with QuadView enabled; disabling QuadView removes the artifact.
- Likely related to how the outer/peripheral pass resolves depth or handles the skybox relative to the inner pass along the QuadView seam.
- Screenshot: captured on-device via adb exec-out screencap — available in _tmp/quest_quadview_horizon_20260819_161258.png in the local URPIntegrationTests project (needs manual attach; MCP cannot upload local files).
Related
- [Internal link] — Vulkan use-after-free crash on Quest 3 in the QuadView render pass path (same config; different failure mode).
Suggested area / owners
URP XR / OpenXR QuadView integration on trunk.