Texture sampler mode not respected

It appears that textures are always sampled with wrap mode when running in RealityKit, regardless of the setting on the texture (e.g., it will not clamp).

Creating a custom shader graph with explicit sampling node can workaround the issue in the meantime.

Also reported as IN-58151 (before I realised that the sampling node worked).

image image

image

Is this specifically on shader graph materials, or are you seeing this with URP/Lit and URP/Unlit materials as well? For shader graph materials, this is definitely something we’re aware of, but we could make a note to take another look at it.

Yes sorry, for shader graph materials. It’s an understandable limitation and perhaps just needs to be mentioned in the shader graph compatibility documentation.

1 Like

Thanks, yes; I’ll make sure it’s noted there.