I’m trying to make a mobile project of an interior: I’ve made a wood material for the floor, put an armchair and an ottoman with other materials and everything on the viewport seems good
on the right: the armchair is good: the normal and roughness textures of the leather and the normal texture baked of the armchair work as they should
on the left: the same textures of the leather and the normal texture baked of the ottoman don’t work, leaving the object with a sort-of-“base material”
and all these problems jump out only when I run the project on the tablet. Meanwhile I’ve tried many different setting: not streaming the textures, no mip maps, setting r.MobileContentScaleFactor with 0, 2 and 3 (and to say the truth the resolution is way better with set “3”), r.Streaming.PoolSize=2000 and r.Streaming.MipBias=0, but nothing worked and all the textures work always the same
Update - the armchair/ottoman difference seemed to be a difference in the unwrapping, instead the problem on the floor persist, but I discovered a couple of things:
I’ve tried to use a texture of 2048x2048pixels instead of 1024x1024 and doubled the tiling (14-8 instead of 7-4) to see if it was a problem related to the quality of the texture
the result is even worse, now it seems a sort of minecraft effect and there are two interesting consideration to do:
if you look on the left of the floor there is a line were the texture quality start to drop considerably (I drew a line to sign the border I’m speaking about)
I noticed you mention adjusting tiling, how are you adjusting your texture coordinates? Because the traditional desktop approach can cause these artifact on mobile due to imprecision in the way texture coordinates are handled on mobile.
To fix it you should always do coordinates adjustments with Customized UVs. These are calculated at full precision in the vertex shader and should be both more performant and better looking on mobile.