Hi! Why do some meshes not look like a normal mesh?
This with “Mesh UV Density” viewport!
It means they don’t have a lightmap. It doesn’t matter, unless you’re thinking of using static lighting.
I have a shader outline with Post Process and when I add to these meshes that in the lightmap don’t look like the rest, it doesn’t work…
I put “Render Custom Depth Pass” on both

Can you try it in medium scalability?
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What this means?
Put the engine on medium, you’ve got it on low
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I found the problem. I don’t know why, but when “nanite” is activated some settings on the mesh don’t work… like this (outline post process material) and the glass material doesn’t work on nanites either…
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