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Material Appearance Discrepancy between Windows and Android on glTFast #673

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wangyanmeego opened this issue Feb 4, 2024 · 3 comments
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@wangyanmeego
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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

  1. Import a glTF model using glTFast in a Unity project.
  2. Build and run the application on a Windows machine.
  3. Observe the material rendering, which appears correct.
  4. Build and run the same application on an Android device.
  5. Notice the difference in material appearance, resembling a foggy overlay on the object's surface.

the image on windows:
gltfast-rendering-in-windows

the image on Android:
gltfast-rendering-in-android

@wangyanmeego wangyanmeego added the bug Something isn't working label Feb 4, 2024
@wangyanmeego
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Test on glTFast 5.0.0 and glTFast 6.0.1,Rendering Pipeline is URP 12.

@wangyanmeego

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@atteneder
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Hi,

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.

See #553

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