I’m having problem with a shader that becomes white with a few black spots in it when uploading it to Quest 2 but works fine in Unity. I tried minimizing unknown factors by exporting it to a new URP project containing only this crystal, its shaders and textures as well as the XR Plugin required to build and run to quest 2. This shader has a reflection intensity value that makes it shiny in Unity but if it is anything above 0 it will just be white on Q2.
I would really like to understand why and if there is any way of getting this to work on Quest 2. I just don’t have enough knowledge to know where to look or what to try to solve this
A minimal reproducable project can be found here if anyone would be interested in seeing more details crystal scene.zip - Google Drive.
If seeing the shader code helps you understand it, you can take a look at it here.
Screenshot from Q2
Screenshot from Unity