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There is a noticeable difference in the appearance of materials when viewing them on Windows versus Android platforms using glTFast. On Windows, the materials appear correctly. However, on Android, it looks like there's a layer of fog over the object's surface, which is not intended and differs from the expected rendering.
Steps to Reproduce
Import a glTF model using glTFast in a Unity project.
Build and run the application on a Windows machine.
Observe the material rendering, which appears correct.
Build and run the same application on an Android device.
Notice the difference in material appearance, resembling a foggy overlay on the object's surface.
the image on windows:
the image on Android:
The text was updated successfully, but these errors were encountered:
Is it possible that you've been using DXTnm normal map encoding on Android? That would certainly explain the problem, as glTF normal maps are always XYZ.
Description
There is a noticeable difference in the appearance of materials when viewing them on Windows versus Android platforms using glTFast. On Windows, the materials appear correctly. However, on Android, it looks like there's a layer of fog over the object's surface, which is not intended and differs from the expected rendering.
Steps to Reproduce
the image on windows:
the image on Android:
The text was updated successfully, but these errors were encountered: