This problem started on July 9 when I was testing out my avatar before making it Quest-compatible. But, while using my VR, particles that use VRChat’s Additive or Multiply shaders, and the screen shader I was using are split in half.
For the particles, everything looks normal on the left eye, but incorrect on the right, which gives me a headache when I look at it. I was told that the effects look perfectly fine on Quest.
There’s also a problem with Standard Lite shader on both platforms, only in the game, where if a material uses a Normal map, it’ll instead have random white spots and lighting is likely to become terrible.
Any solutions or planning on fixing this anytime soon?
Unity Version: 2022.3.22f1
Shaders: VRChat/Mobile, Leviant’s ScreenSpace_Ubershader