Comments (3)
Test on glTFast 5.0.0 and glTFast 6.0.1,Rendering Pipeline is URP 12.
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Finally, I found the cause of the problem and tried methods to solve it. It was caused by normal map sampling, we were using the SampleTexture2D node to sample the normal map texture, which was not a problem in Windows, but would cause errors when switching to the Android platform, this should be a bug of Unity. I tried to change the node for sampling the normal map texture from SampleTexture2D to NormalFromTexture, and the result was that there was no problem.
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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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