Why are textures not displaying properly in WebGL build?
Hello, we are currently working on adding web support to our application and are struggling with an issue where the textures and lighting of a 3D model are not displaying properly in a WebGL build. The top image is what we see in the editor, the bottom is what we see in the build.
How to disabled mipmapping and UV repeating in WebGL?
Mipmapping and UV repeating can be disabled with texParameteri (). This will allow non-power-of-two (NPOT) textures at the expense of mipmapping, UV wrapping, UV tiling, and your control over how the device will handle your texture.
How are texture coordinates passed to vertex shader?
The key change here is that instead of fetching the vertex color, we’re fetching the texture coordinates and passing them to the vertex shader; this will indicate the location within the texture corresponding to the vertex. The fragment shader likewise needs to be updated:
Why are textures not displaying properly in unity build?
The issue was with the normal maps, and switching the Texture Type on the import settings from ‘Normal Map’ to ‘Default’ fixed the issue. My hunch is that under the Default type RGB compression is used while under Normal Map on RGBA compression options were available which is something we don’t need.
Why is WebGL not working on my localhost?
Looking at the file size of the web GL project it almost 800MB but the windows and Web Player files are smaller and they work what going on. I’m having the exact same problem. It works on my localhost but not when I push the build to my server. Here’s a link to the webgl build that’s not working, http://codifyacademy.com/testingunity/index.html.
Why does WebGL not load in unity build?
In that case, users should pre-compress the content on disk when doing the Unity build by enabling Compression Format: gzip, and then configure the server HTTP Response Header to advertise Content-Encoding: gzip for those files. romi-fauzi, bobbaluba and JoRangers like this.