"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled.


Seems very similar to [Link Removed] however disabling Separate Translucency or calling  r.Mobile.AlwaysResolveDepth 1 does not resolve it. (Oculus Go has Adreno 530)


Confirmed in 4.22 MAIN @ CL 4670176

Steps to Reproduce
  1. Create a new BP project
  2. Setup for Deployment to Oculus Go (Enable configure the AndoidManifest for deployment to Oculus Mobile)
  3. Enable OpenGL 3.1 and Disable Mobile HDR
  4. Setup a "Cheap Decal" with a depth fade material (Image and sample project attached)
  5. Deploy to Go

Result: Depth Fade will not be applied to Material while running on Go

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ComponentUE - Platform - Mobile
Affects Versions4.
Target Fix4.22
Fix Commit4738987
Main Commit4806726
Release Commit4862694
CreatedDec 28, 2018
ResolvedJan 17, 2019
UpdatedSep 16, 2019