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Shader Artifacts on some Android devices when using Metallic

PostPosted: Fri Jun 16, 2017 4:58 am
by BillyGoat
We've just recently moved to using Amplify after updating to Unity 5.6 and have been recreating our car shaders using it.

We've ran into a specific issue on Android devices giving us an Artifact look on reflective materials. Most noticeable on our Metallic car paints. This also doesn't occur in the Unity editor, or on any iOS devices we've been able to test on.
On top of this, we are able to run the game on an old Motorola Razr droid with the metallic shader displaying correctly.
So it seems this is only occurring on higher end devices.

This is what the cars are suppose to look like in the garage Image
And this is what they look like in game on a huawei p9 ( Also tested on s5, s6 edge, htc one M8 with same results )
Image

The effect is almost as if it's destroying smoothing groups of the mesh while also reflecting crazyness. Also note that the reflection of the alloys and bumpers have also either gone dark or gone matte.

Here's the shader used for it Image

Project is built using OpenGL2 only.

Re: Shader Artifacts on some Android devices when using Meta

PostPosted: Fri Jun 16, 2017 7:41 am
by BillyGoat
We are using OpenGL2.0, and turns out this is fixed when using OpenGL3.0, but we would prefer to only use 2.0. So i guess the real question is, can we avoid these errors somehow using 2.0.

Re: Shader Artifacts on some Android devices when using Meta

PostPosted: Fri Jun 16, 2017 1:00 pm
by Ricardo Teixeira
Hello,

Thank you for using ASE, we really appreciate it. It seems that someone already responded to your other post, we also suspect that it's Unity related.

Let's continue our conversation over there, no need to double post, we monitor both forums.

https://forum.unity3d.com/threads/ampli ... st-3110232

Thanks!