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I have created a blur shader graph to blur a material. It works perfectly fine in the scene mode and also in windows application. However it does not work as expected in Oculus VR. That is, the texture in the material shakes/moves with the camera. I am aware that the problem would be with screen position node with tiling and offset since the Oculus works differently. Has anyone faced this issue and found a solution?

EDIT: It is related to rendering issue. Oculus Quest has multi-pass rendering so the left eye works fine but the right eye has issues. Any solution?

Blur shader graph

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  • \$\begingroup\$ Have you tried setting the android XR integration settings to multiview? \$\endgroup\$
    – user143857
    Sep 24 '20 at 6:13
  • \$\begingroup\$ Yes, I have tried multi-pass/view yet no luck. It only works for Single-Pass but Oculus Quest does not support it. \$\endgroup\$
    – Saif
    Sep 24 '20 at 7:25

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