I only just managed to make my layered landscape material build correctly in VR by reducing the texture sample count to 9 (color + height + normal, x 3). Previously, any time I painted more than two layers the entire component would go checkers and refuse to compile. So that’s cleared up.
Now the landscape and material display where I’ve painted them on my Quest 2 (natively, not linked), but they’re heavily pixelated like a texture from a 90s game. In the editor, including the Android ES3.1 mobile preview, there is no pixelation and the landscape looks correct.
I found what sounds like the same basic issue happening in another post, except that it’s from 2014 which means it’s time to generate a new pile of information for future googlers to stumble upon. That post says it’s something to do with the float precision (highp and lowp) of landscape UVs across long distances with small tiles. The solution it recommends only makes partial sense to me because I had only planned to touch the surface of landscapes for this project, saving more research for later. Can anyone describe what is causing chunky pixelation on a landscape in VR?
I already disabled mipmapping on all the textures just to cross it off the list. It made everything painfully crisp and killed my frame rate. It didn’t fix the chunky pixelation unfortunately.
Component Resolution (Verts) = 255 x 255
Component Count = 16
Component Subsections = 2 x 2
Resolution (Verts) = 1,017 x 1,017
Landscape Count = 1
Landscape Blend Layers = 3