Unity WebGL2.0 Current Status?

So can we get a status what is the limitation in Unity WebGL 2.0 currently?
From what i’ve seen :

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Can you post a screenshot of the exact same view? Be interesting to see

+1 for linear colour space, very difficult to get assets looking good in gamma

-Deferred shading is supported in WebGL 2.0 (and in WebGL 1.0 on some browsers/GPUs).
-Linear color is currently not supported due to lack of texture compression support AFAIK.
-HDR should work in WebGL 2.0 (and in WebGL 1.0 on some browsers/GPUs).

Well that’s weird, i cannot make all of the to work in webGL 2 browser.
-deferred shading return black
-and HDR, well as you can see the picture in my first post, seems like the accuracy are diferrent

  1. Did you enable and are you actually running WebGL 2.0? Open the JavaScript console, it will print the WebGL version used at startup.

  2. If it prints WebGL 2.0, and those don’t work, please file a bug, and post the case number here, so we can take a look.

@jonas-echterhoff_1
Yep the browser are running in webGL2.0, console also printed webGL 2.0
is precomputed GI not compatible with webGL 2.0?

btw i’m testing deferred, baked directional specular lightmap
Browser


Editor

Same configuration for lightmap but running in forward.
Browser

So it seems,
in deferred the procedural sky return black, and reflection are not working
HDR are behave differently between forward and deferred

Also diferrent visual between Chrome and firefox, both of them are running webGL2.0
all above are using firefox,
this one in chrome

  1. Realtime GI is not available in WebGL (neither 1.0 nor 2.0).
  2. Can you submit a bug with a repro scene for the black background and post the case number here so we can take a look?
  3. Chrome’s WebGL 2.0 implementation was lacking some functionality we need, which would explain the black textures. Try downloading the latest Chrome Canary build, and try that.