The material X code generated from the ShaderGraph node “Sample Texture 2D LOD” is flipped on the y-axis.
I assume this is because you are flipping the uv’s on the mesh to compensate for using “ND_image_color4” which uses a flipped Y-axis. If you use “ND_RealityKitTexture2D_color4” instead, there should be no need to flip the coordinates at all.
The LOD node is also converted to the deprecated node “ND_realitykit_image_lod_color4” instead of “ND_RealityKitTexture2DLOD_color4”
Do you need a bug/incident report for this?
