I was creating a new project and turn on Reflection(Material) on a plane and in post processing and it seems like it wasn’t working so I went to an old project that I know it use to work but it doesn’t work there either.
Has something change in 2.1 for iOS regarding reflection(SSR)? Turning it off/on in post processing doesn’t do anything.. It seems to work on Android 2.2 though.
Yes, same file. I can reproduce it by creating a new project with a cube, painted blue. A plane, paint metal, full metalness, reflection on. Post processing reflectionSSR on, environment lighting.
If I use subsurface or dithering it works but it’s not the same effect as reflection. Debug below. If I save and export the .nom file to my android phone it works. I have a M2 pro and a mini 6. It does the same thing. I tried it on web demo and it seems fine there.
• GPU
GPU vendor : Google Inc.
GPU renderer : ANGLE (Metal Renderer: Apple M2 GPU)
GL version : OpenGL ES 3.0.0 (ANGLE 2.1.0.83dbf0a97b93)
GLAD version : 3.0
• Path
Base : /private/var/containers/Bundle/Application/9CB3C3A3-4B4E-451C-8D4E-F7DB8AE1414E/Nomad.app/assets/
User : /var/mobile/Containers/Data/Application/BBA63B2F-54EA-4468-9FE5-801B6EC9395B/Documents/
• Extension
hasMapBufferRange : Yes
hasDepthClamp : No
hasConservativeDepth : No
hasDisjointQuery : No
hasBufferStorage : No
hasDebug : No
hasComputeShader : No
hasRenderNorm16 : Yes
This part doesn’t mean anything, did you mean “refraction”, there is no reflection material.
In that case yes there’s on issue on 2.1 with refraction + reflection, it’s written in the change logs Nomad Change Log - #76 by stephomi