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