Hey there, thanks for chiming in. The issue is that the texture sampler in the shader graph seems to see a (0.5,0,0) pixel in the texture image as something like (0.21,0,0) for example. The equivalent metal operation would be something like:
constexpr sampler s(address::clamp_to_edge, filter::linear);
float4 s = tex.sample(s, float2(0.4,0.2)); // expected float4(0.5, 0, 0), got float4(0.21, 0, 0);
Does lighting affect the value of the texture sampler?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags: