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Blended/Masked materials don't work on Apple Vision Pro #695

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atteneder opened this issue May 17, 2024 · 0 comments
Open

Blended/Masked materials don't work on Apple Vision Pro #695

atteneder opened this issue May 17, 2024 · 0 comments
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bug Something isn't working import Import of glTF files material material/shader features refactor Code base improvements, not necessarily feature/API changes.
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@atteneder
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glTFast uses a single shader graph for all sorts of surface types (opaque, transparent, alpha clipped) by setting certain keywords/properties at runtime. This does not work with Polyspatial visionOS, as the shader graphs are converted to MaterialX at build time.

The only solution that comes to mind and has proven to work is to duplicate the shader graph per surface type and use varying shader graphs, depending on the material. Needless to say, this multiplies the maintenance effort in the long run.

See discussion in #666 for origin details and a user-provided solution.

@atteneder atteneder added the bug Something isn't working label May 17, 2024
@atteneder atteneder mentioned this issue May 17, 2024
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@atteneder atteneder added material material/shader features import Import of glTF files refactor Code base improvements, not necessarily feature/API changes. labels Dec 16, 2024
@atteneder atteneder added this to the 6.x milestone Dec 16, 2024
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Labels
bug Something isn't working import Import of glTF files material material/shader features refactor Code base improvements, not necessarily feature/API changes.
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