Unity standard shader displaying incorrectly in webGL builds vs Editor

Hi all,

The Unity standard shader whilst displaying normally in the Editor, displays with artefacts once built to webGL. This has been the case since the earliest Unity 5 version I’ve used, and occurs across all browsers.
I’m having to use legacy shaders at the moment
Unity 5.1.4f1
Graphics quality fantastic
Mesh Compression medium
Optimize mesh data true
Use crunch texture compression
Gamma color space
Forward rendering

webGL example displaying wrongly:
2364340--160472--webGL_a.PNG

webGL example2 displaying wrongly:

Editor example1 displaying normally:
2364340--160474--editor_a.PNG

Editor example2 displaying normally:

I haven’t managed to solve by tweaking settings.

Bug report filed case number: 741312

Any ideas?

The Unity Standard shader uses a simplified version in OpenGLES 2.0 (Which includes WebGL 1.0), which does not handle reflections the same way as the more complex version. This is done to keep performance bearable on OpenGLES 2.0 mobile GPUs. Now, for WebGL running on desktops, this should not really apply, but we need to remove some hardcoded decisions here to fix it.

We have those fixes now, I cannot tell yet which release they will be in.

Thanks. Curious though, I’ve not seen anyone else in the webGL forums bring this up. How come? Is everyone still using legacy shading system or something?

T

It has frequently been brought up here.