After changing the platform in build settings to android, the blending modes began to work incorrectly
On windows and ios everything works fine.
I used lightmap in shader graph and mixed it with albedo using overlap
I tried all the blending modes but none of them gave me the right result.
Does anyone know what this is related to? Is it a platform limitation or just a bug?
not sure why this is, but you could try just using the actual overlay math instead, maybe that wouldn’t have any issues. it can be found here:
Blend Node | Shader Graph | 6.9.2 (unity3d.com)
