Shader "/Particles/Multiply" ignores Tiling parameter on Quest mobile only
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Adeon Writer
1.) Create a material that uses VRChat/Mobile/Particles/Multiply
2.) Increase the Tiling Y to "2"
3.) Upload content to Windows and Android
Observation:
Object is tiled twice on Windows
It is only tiled once on Quest
Expectation:
Content should look the same on both platforms; ideally matching how it looks in unity
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LunnaBug
is there any progress on fixing this? VRChat/Mobile/Particles/Additive has the same issue. Its really annoying and unoptimized to make tiled textures work on quest currently because you have to create a larger texture that is tiled in an image tiler, and then it takes up more space on the avatar upload and has to be burry to fit.
Here is an example of using a 128x128 texture with shader tiling in unity (this needs to be fixed to work in game) and then using a 512x512 pre-tiled texture to do the same thing (its more blurry and takes up more mb, and it's the only way to do it for quest right now)
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StormRel
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StormRel
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Do you have an example avatar?
Lilyyy6_
StormRel Here is an example
same avatar uploaded to PC and Quest. tiling is 80x80 using an x image to make fishnets for the top of the dress. On quest, you can barely see the little mark on the left where the texture actually shows up when not tiled (basically on the quest side the texture is not tiled even though it was tiled 80x80 in Unity).
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