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Description
Description
There are significant differences in WebGPU vs. WebGL environment map shading in WebGPURenderer when using a MeshPhysicalNodeMaterial with a normalNode that is served by a THREE.DataTexture and a roughnessNode of 1.
WebGL shading is the correct one that considers the normals, WebGPU shading seems to ignore those completely.
Reproduction steps
- Open attached fiddle on a device that supports WebGPU
- Normals are ignored during shading
- Toggle
forceWebGLto true - Normals are considered during shading
Code
See attached fiddle
Live example
Screenshots
No response
Version
r182
Device
Desktop
Browser
Chrome
OS
Windows
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