URP Shader on Android Build not working properly

Hey there. I’m using a LIt URP shader in Unity 6000.0.37.

In my PC Build the Shader works as wanted, see picture.

My Android build on the other hand creates these strange fragments on top of the grid texture, see picture. These "extra lines are moving back and forth based on my viewpoint when I’m in play mode (VR).

Im using the vulkan api. But I already checked everything in the Color and Grahiphs settings in the player settings. Here are the variables of the grid texture.

Does somebody have any Idea how to fix this?

You see result of texture mipmapping
I think PC version enabled Anisotropic filtering but mobile not

Try Aniso level 2-4 or Trilinear filtering with enable anisotropic textures


Note: Anisotropic and Trilinear texture filtering is heavier than simple one
I have found that AnisoLevel 2 is faster that Trilinear while give almost the same output

One more thing you can try is manually change mipmapBias

material.mainTexture.mipMapBias = mipBias;

Thanks for your approach, but it didn’t solve the issue.

Which Android device are you using for testing?

Hey its a VR Game so I’m using the Quest 3, but it has nothing to do with the test device. I already checked that. The issue also exists on any other test device in Unity.

I see, thank you!
In this case I would suggest to file a bug report so that relevant people can take a look at what’s happening.