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Why the materials have a white aspect when the camera is far?
I am working in a Mobile App and I have a problem in some devices. I see the elements with standard material in white aspect when the camera is far. Like this: 
When I do zoom and the camera moves, the elements start to change the white aspect to the real aspect. Like this: 
Somebody knows how can disable the white aspect? This situation only appear on some devices. I dont have problem on the unity editor.
Thanks
Yes. I need some shader to add metallic map, normal map and occlusion map. Do you know some shader good for this?
Answer by dan_wipf · Oct 17, 2018 at 05:42 AM
Ok try this Shader, and have a look what changed..
Shader "Custom/Custom Shader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" {}
_MetallTex("Metallic Texture",2D) = "white" {}
_Smoothness("Metall Smoothness",Range(0,1)) = 0.5
_BumpMap("Normal Map", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
sampler2D _MetallTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
fixed _Smoothness;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 m = tex2D(_MetallTex,IN.uv_MainTex);
fixed4 n = tex2D(_BumpMap,IN.uv_BumpMap);
o.Albedo = c.rgb;
o.Metallic = m.r;
o.Smoothness = m.a * _Smoothness;
o.Alpha = c.a;
o.Normal = UnpackNormal(n);
}
ENDCG
}
FallBack "Diffuse"
}
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