Mobile materials bugged

Hi DGouse,

Material tiling forced into being clamped when blending Static and Movable lighting when compiling to mobile.

We’ve seen problems similar to this texture stretching before but I haven’t seen such a clear-cut example that makes it obvious that it’s texture clamp mode being processed incorrectly. Would you be able to make your project available for me to take a look at? Also, are you using Metal or OpenGL ES? There’s a checkbox under the project settings which determines which will be packaged but if you enable Metal it’ll be used on any device which supports it (which the iPhone 5s does). I believe this issue only happens with Metal but it would be great to confirm that.

Depth Fade function; Depth Fade doesn’t work on ES2

Not all devices have the hardware support needed to make Depth Fade work well, but all Apple devices do have the necessary support. I’ll check that and open a ticket to make sure it’s fixed for 4.10 or sooner.

Widget materials appearing dark on low end shading.

This is an issue with gamma correction and I have a ticket open to fix that also for 4.10. Until then your hack is the best solution.

When we have fixes for these things I’ll post back here with the github commits, in case you want to apply the fixes before 4.10 is out.

Cheers