I am seeing problems on the newer macbooks with webgl reflections (custom builtin fyi).
It is a bit like z fighting (but it is not as 1 surface) but also very checkboard like, see below.
This does not happen on pre-M1/M2 macbooks or indeed any windows devices tested.
Anyone see such issues and found a cause?
(NB I previously found out these laptops have problems with higher than 4x AA so it seems they have odd limits on what can be done)
This was reported recently but older content built in Unity 2019 so I would have to find time to try and repo in 2022, but time is short currently.
So I was wondering if anyone had found unsupported things on Mac silicon webgl (only webgl) that created issues
Edit: unless this is caused by nan in custom shaders which are somehow less handled in this rare case?! Only happens with point lights in the scene
It looks like a M1/2 driver issue, those look like tiling artifacts. There are a bunch of other factors. Is it on Safari? Chrome? Both? What versions? WebGL1 or 2? Safari used to have their own WebGL implementation, which was limited to WebGL1. A couple years ago they dropped their own WebGL implementation and started using ANGLE, the WebGL implementation that Chrome uses, and that gave them WebGL2 support. ANGLE (Chrome and now Safari) has different back-ends. It used to be OpenGL back-end, but recently they switched to a Metal backend.
So depending on the browser, and version, changes how WebGL is implemented on MacOS fairly drastically. If it’s artifacts like this, it seems to be coming from the back-end of WebGL (where WebGL gets translated to native gpu calls), so I’d need to know that info to dig into it more. I haven’t seen this artifact myself.