I’ve been getting these rendering artifacts across all my projects on Nintendo Switch. I’m not entirely sure what causes it since it affects all custom assets regardless of their shader.
In the past I’ve heard it’s due to corrupted textures or WPO but this is also happening on assets with a basic Vertex Colour shader as seen below.
Some of the things I’ve looked into whilst trying to debug this are:
- Disabling Texture Samplers on mobile
- Disabling WPO on mobile
- Modifying Target Triangles on Nanite Fallback Mesh
- Adjusting ATSC Texture Compression on affected assets
I’ve no idea if the console is exhausting it’s VRAM or if Nanite is affecting the mesh somehow or if on a deeper shader level it’s drawing the fragments in the wrong place. I’m all out of ideas.
There’s also the possibility that we’re missing a step in preparing our content for mobile and switch but there’s no documentation on best practises for this. If anyone has any suggestions or has found a fix/workflow for this let me know.