I’m having an issue rendering the hologram shader to magic leap. The standard fill shader works fine. The hologrm shader only renders to one eye.
Setting the player stereo rendering mode to ‘Single Pass Instanced’ is important for using Magic Leap. The issue is fixed if setting this to ‘Multi Pass’ but this affects the playback dramatically.
We’ve edited the ‘Depthkit_ZeroDaysLookLines’ shader as suggested from this link: https://docs.unity3d.com/Manual/SinglePassInstancing.html
but this didn’t fix the issue. This has fixed the issue with other shaders with the same problem.
One comment from another developer was this:
Shader could be calling graphics draw mesh rather than graphics draw mesh instanced
Any help or ideas gratefully received. Thanks
Unity version 2019.1.0b
Lumin OS 0.95.2
Lumin SDK 0.20.0
DepthkitPlugin_v0.2.6
DephkitZeroDaysLook_v0.1.0