Mutable Shaders are behaving diferenetly when float values are passed in mesh section for material parameters

Hi, We are using Mutable for our character setup in the game, our Customizable objects have mesh sections that takes in pin input for all the material parameters something like floats or vector3. The character shading looks fine on editor but it becomes more darker in Android builds. We tried directly passing the material in the mesh section node through material table pin, it works fine on both editor and android builds, but when we pass parameter values through a data table it looks different on the device

Steps to Reproduce
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Hey there,

Before we run some repros on our side can you try turning Float Precision Mode to “UseFullPrecisionForMaterialExpressionsOnly” in your project settings or in that specific material and try again?

Also can you tell me more about the device(s) that are showing the issue? Which model and chipset are they?

Dustin

I understand. Did you try those things that I mentioned before? Can you tell more about the devices your seeing this on? Even an example of a couple of models your testing would be helpful.

All of our devices are showing the same result, even when we don’t enable any of the scalar pins in the mesh section and only pass the texture parameters it gives the same more contrasty look.

Yes, I think the floating point precision settings works, Thanks for the solution!