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Rendering differences between PC and UWP versions
Hello, I'm developing an HoloLens application and I'm trying to figure out why I have a different behavior of a shader between PC and Windows store platforms.
My material use the HoloToolkit/FastConfigurable shader, I've attached a cubemap in the Reflections section.
I've checked the project's quality settings, and graphics settings, but both the build targets has the same configurations.
It is possible that the shader has some optimization that are automatically activated based on the target platform?
Have you any idea on how to make the Windows Store's material equal to PC's one (the second image)?
Tank you
Answer by dshinigami · Jun 15, 2017 at 02:52 PM
SOLVED: the problem was the format of the cubemap. It was .hdr, i converted it in .tif and now works. I think it could be a Unity bug, because the appearance of the cubemaps should be the same for every build target.
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