Normal maps and IBL reflections in MR unbounded

I’m displaying a vehicle model with multiple normals maps from a high to low poly bake. In the Unity editor things look great, clean, crisp normal details on metallic surfaces. When I build to AVP the normals look a bit off and in some areas the mesh smoothing angles seem to be showing up vs the normals maps creating wavy dented looking normals. I’m using a Lit shader graph material, not using the polyspatial node.

Also, is there a best practice for how IBL is added onto your model? In editor I can make things look good with the standard real-time reflection probe but in AVP the IBL washes things and out adds an odd white square highlight to the reflection map on metal objects.

I’m not sure offhand what might be causing this, although if you submit a repro case and let us know the incident number (IN-#####), we can investigate. It would be interesting to see if the same thing happened in a shader graph with the PolySpatial Lighting node, or just to visualize the normals in a shader graph.

I don’t know that we have a set of best practices per se, but you can get rid of the square highlight (the “system IBL”) by using the VisionOSImageBasedLight[Receiver] components. However, that same system IBL is used for the simulated background when the immersion dial is turned up, so that may not be desirable. We’ve suggested to Apple that they provide more control over the image based light environments; feel free to suggest it to them as well using their Feedback Assistant.