Unity Issue Tracker - Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye
Closed
PPB-3
Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye
Package: PostProcessing
XR SDK
OpenXR
Post-Processing
Won't Fix
3.2.X
Fixing this would require removing the hidden area mesh from the depth pre-pass or depth-normal pass (as is done in URP).
Doing so in the legacy renderer brings too much risk for performance and regressions.
Reproduction steps:
1. Open the attached project ("1313190Repro.zip")
2. Open the "SampleScene" scene
3. Enter Play mode
Expected result: Ambient Occlusion rendered to both eyes and effect is applied the same as without Play mode
Actual result: Ambient Occlusion effect is rendered around Occlusion Mesh and only to the left eye (see "FrO7dbQQJv.mp4" video)
Reproducible with: PostProcessing 3.0.1, 3.0.2 (2019.4.20f1, 2020.2.4f1, 2021.1.0b6, 2021.2.0a4)
Could not test with: 2018.4.31f1 (XR SDK not available)
Note:
PostProcessing 2.3.0 renders only a grey screen to both eyes
Tested:
Acer WMR
Oculus Rift S
MockHMD
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