Search Issue Tracker
Fixed in 2018.1.X
Votes
1
Found in
2017.2.0p2
Issue ID
971315
Regression
No
[Mobile] Metallic Standard Shader looks unlit on an Android with a Mali GPU running OpenGLES3 and iOS A11 devices on any API
Steps to reproduce
1. Open attached project
2. If you're building for Android, set the Graphics API to OpenGLES3, if you're building for iOS any graphics API should exhibit the problem
3. Build and run 'Simple' scene on an Android device with Mali GPU (used Samsung S7 to test) or an iOS device with A11 SoC (latest devices - iPhone 8, 8 Plus & X)
4. Observe that the building has no reflectance and is kinda grey (see screenshots for reference)
Notes:
Other Android devices and these devices running OpenGL ES 2 work fine.
Other iOS devices also look fine.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Marcos-Elias
Jan 27, 2018 16:47
I'm experiencing a similar issue on some Samsung devices. After upgrading to Auto Graphics API, on many Samsung models (J7 Prime and others) the screen has lots of black materials.
It would be easier if we could change between OpenGL ES2 or 3 through a script in runtime, so there would be an option for the user on these problematic devices... Is that possible?