I have created asset bundles of objects from .fbx models.
I use standard shader on the model.
When I load the asset bundle it is very hazy looking.
If I click the material and select the shader, I must click “standard” (which is already selected) and the material looks normal again, just poof and it’s fixed!!???
But I can not click that option at runtime and to do so would be combersom.
Why is all assetbundle materials hazy until clicked?
I have even tried adding blank normal maps and turning on and off all options, nothing works until I change the shader,
I need to get this fixed!
Please please, help!
[Edit]
Just wrote a script to look at all exposed variables and see if anything changes:
Debug.Log(material.GetColor ("_Color"));
Debug.Log(material.GetTexture ("_MainTex"));
Debug.Log(material.GetFloat ("_Cutoff"));
Debug.Log(material.GetFloat ("_Glossiness"));
Debug.Log(material.GetFloat ("_GlossMapScale"));
Debug.Log(material.GetFloat ("_SmoothnessTextureChannel"));
Debug.Log(material.GetFloat ("_Metallic"));
Debug.Log(material.GetTexture ("_MetallicGlossMap"));
Debug.Log(material.GetFloat ("_SpecularHighlights"));
Debug.Log(material.GetFloat ("_GlossyReflections"));
Debug.Log(material.GetFloat ("_BumpScale"));
Debug.Log(material.GetTexture ("_BumpMap"));
Debug.Log(material.GetFloat ("_Parallax"));
Debug.Log(material.GetTexture ("_ParallaxMap"));
Debug.Log(material.GetFloat ("_OcclusionStrength"));
Debug.Log(material.GetTexture ("_OcclusionMap"));
Debug.Log(material.GetColor ("_EmissionColor"));
Debug.Log(material.GetTexture ("_EmissionMap"));
Debug.Log(material.GetTexture ("_DetailMask"));
Debug.Log(material.GetTexture ("_DetailAlbedoMap"));
Debug.Log(material.GetFloat ("_DetailNormalMapScale"));
Debug.Log(material.GetTexture ("_DetailNormalMap"));
Debug.Log(material.GetFloat ("_UVSec"));
Debug.Log(material.GetFloat ("_Mode"));
Debug.Log(material.GetFloat ("_SrcBlend"));
Debug.Log(material.GetFloat ("_DstBlend"));
Debug.Log(material.GetFloat ("_ZWrite"));
However when i click on “standard” and see the mat change from hazy to normal, I print the above but results are exactly the same, so I don’t think it’s any of those.
This occurs both in editor and full builds.