Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

LWRP & iOS issues - materials have strange colors

Discussion in 'Universal Render Pipeline' started by In2Play, Oct 7, 2019.

  1. In2Play

    In2Play

    Joined:
    Apr 25, 2016
    Posts:
    66
    Hi,

    I'm doing my first project using LWRP (I'm novice here). I've made a few simple materials using a shader graph and use it on my objects. In editor & Android device (tested on only one tho) everything looks and acts as expected - however on iOS devices (iPhone 7, IPad 2017 both iOS 12) everything is strange and the outcome is not expected.

    Desktop & Android device (expected outcome)

    . android_desktop.png


    iOS

    ios.png


    I will be more than happy to get a clue on how to fix the issue. Thanks!
     
  2. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    Same thing happening to me :/
     
  3. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
  4. In2Play

    In2Play

    Joined:
    Apr 25, 2016
    Posts:
    66
    Thank you for you comment. I'm already using Gamma color space.

    I still didn't find out the solution to this problem if anyone else wants to help.

    Also I'm using Unity 2019.1.14f1
     
    Last edited: Oct 8, 2019
  5. Dawdlebird

    Dawdlebird

    Joined:
    Apr 22, 2013
    Posts:
    88
    That green material, is than an unlit material?
    It is hard to comment without knowing exactly what you are doing in your shader, but the one thing that comes to mind is that some GPU's clamp values where others don't. Your shader might be doing some multiplications that have some light value go way beyond one, and if those values don't get clamped you can get results like you're having on the ios device. You can try to put some clamp/saturate nodes in your graph (not entirely sure what they're called, since I never use shadergraph, but I'm quite sure there is an equivalent of it in there). If you're doing something custom with environment lighing/probes, that's where I'd start with clamping, since it looks like some multiplication is happening on reflection probe light information (a guess).
     
  6. roland8217

    roland8217

    Joined:
    Sep 12, 2015
    Posts:
    2
    Last edited: Oct 14, 2019
  7. MiniBeatBoy

    MiniBeatBoy

    Joined:
    Sep 23, 2013
    Posts:
    15
    Hey everyone, I'm having the same issue. Have you found any workaround?

    This is the render in the Macbook / PC:


    And this is in iOS:
     
  8. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,631
  9. unity_REX_a-O31xgnYQ

    unity_REX_a-O31xgnYQ

    Joined:
    Jun 27, 2019
    Posts:
    1
    Same problem. Anybody find workaround? share please