Mixedrealitytoolkit-unity: Enable MRTK standard shader to support RectMask2D

Created on 17 Sep 2019  路  4Comments  路  Source: microsoft/MixedRealityToolkit-Unity

Describe the bug

When using 16-bit depth buffer format for performance with depth LSR/HL2 device, stencil buffer is not created. Developers using mask operations, if in 2d space and coplanar, can use the RectMask2D unity component to still utilize 16-bit buffer format while getting stencil operations.

Note: to others reading this, using 24-bit depth buffer format in Unity will create an 8-bit stencil buffer and fix any features utilizing a stencil buffer.

See RenderTexture.depth for details on the depth buffer format and stencil buffer

Related: #5784

To reproduce

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Expected behavior

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Screenshots

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Your Setup (please complete the following information)

  • Unity Version [e.g. 2018.3.11f1]
  • MRTK Version [e.g. v2.0]

Target Platform (please complete the following information)

  • HoloLens
  • HoloLens 2
  • WMR immersive
  • OpenVR

Additional context

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Bug Shaders / Materials Stale

Most helpful comment

This is something I should probably still add!

All 4 comments

This issue has been marked as stale by an automated process because it has not had any recent activity. It will be automatically closed in 30 days if no further activity occurs. If this is still an issue please add a new comment with more recent details and repro steps.

This is something I should probably still add!

This issue has been marked as stale by an automated process because it has not had any recent activity. It will be automatically closed in 30 days if no further activity occurs. If this is still an issue please add a new comment with more recent details and repro steps.

This issue has been marked as stale by an automated process because it has not had any recent activity. It will be automatically closed in 30 days if no further activity occurs. If this is still an issue please add a new comment with more recent details and repro steps.

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