lighting is not equally represented across platforms

Great advice Tim, i’ve modified all textures to be power of 2 and they now tile flawlessly.

One other problem i’m having is getting reflections to work. The lights captured from one reflection sphere seem to be appearing in all surfaces rather than what is captured from the nearest reflection sphere to any given surface. I’ve followed instructions to disable ambient cubemap in the post processing volume, and removed specular inputs on the materials in question to no avail. Also turned off screen space reflections by setting to 0.