Mesh (Reticle) with Overlay shader disappears at certain camera angles
Hello guys,
I have a problem here, my custom reticle for VR game seems to disappear when the camera changes it's position. Why is this happening and how I can fix this?
Unity version: 5.3.5f1, iOS deployment target.
GIF: http://www.giphy.com/gifs/3oEjHHwvZ1gDZxANpu
Reticle shader source:
Shader "Game/UI/Crosshair Textured Overlay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DistanceInMeters ("Distance In Meters", Range(0.0, 100.0)) = 2.0
_ScaleX ("Geometry Scale X", Float) = 1.0
_ScaleY ("Geometry Scale Y", Float) = 1.0
}
SubShader
{
Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest Off
Cull Back
Lighting Off
ZWrite Off
ZTest Always
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _DistanceInMeters;
float _ScaleX;
float _ScaleY;
v2f vert (appdata v)
{
v2f o;
float4 vertexOut = float4 (v.vertex.x * _DistanceInMeters * _ScaleX, v.vertex.y * _DistanceInMeters * _ScaleY, _DistanceInMeters, 1.0);
o.vertex = mul(UNITY_MATRIX_MVP, vertexOut);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
Answer by zerotech15 · Jul 03, 2016 at 07:38 PM
Ok. I had a thought that it has something to do with CPU side culling but while testing, things just got messy and I have crossed out this idea from my list. Just moved GameObjects away from the camera along the Z axis and everything is fine now.
Case is closed.
Had same problem with cardboard sdk 0.7, didnt find other solutions than setting the "Cardboard Reticle" transform z-position value to 0.4 (it was 0)
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