The Matrix Construction node in shadergraph is transposed on device vs the editor

I’ve added a bug with it reproduced: IN-80073

Thanks for the report! It looks like the issue here is actually with the Multiply node. We usually expect the matrix to be the first input (A) and the vector to be the second (B). In the case that they’re reversed (vector A, matrix B, as in your shader graph), we were not correctly transposing the matrix before sending it to the MaterialX Transform Matrix node. We’ll get that fixed for an upcoming release. In the meantime, you can work around it (in a way that works the same in both Unity and RealityKit) by ensuring that A is a matrix (transposing if necessary) and B is a vector.

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