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Spatial Mapping Occlusion Shader is clipping foreground text
I keep running into an issue while trying to work with floating text and spatial mapping.
I have the spatial mapping renderer and spatial mapping collider in my scene. The renderer is set to occlusion with the SpatialMappingOcclusion Material applied. I also have a tagalong debug text object as well as some floating panels with text on them. The debug gameobject is using the standard TextMesh with Font Material applied. The floating panels are using a 3D Text shader in order to allow depth writing and hide the characters when they are behind objects. I have noticed a problem where if the hololens is showing geometry in the scene and that geometry is behind the text. The text appears as if it is hidden behind the geometry shader. Both use cases of the text are affected, even the standard textmesh that usually shows through everything. It appears as if the occlusion shader is stopping the rendering of any and all text that falls onto the pixels affected by the shader. If I have a panel or object in between the text and shader it renders fine. But if it's just floating text it is hidden unless there is empty space behind it. I also did a test where I applied a standard black material to the spatial mesh and that allows the text to render fine as it's not running a shader script. It sort of solved the problem but is less than ideal as it still shows up as a slight grey overlay on every surface. I would imagine that it would also add to the processing load as it is actually rendering the pixels instead of just not rendering them.
Has anyone else run into this issue? It seems to only affect text mesh objects. Any help would be appreciated as this is currently preventing me from having Floating text in my scenes.