I then made a much bigger plane that wasn’t a grid, simple plane UV unwrap but it is 719708m in width/length to be an ocean, the jitter happened even worse on that and this was using the albedo map offset this time without normals
by user 103054507105067008
I’ve made another repro here as I’m really scratching my head at this, trying out doing a UV animation like in this post to see if that fixes it but I can’t seem to animate normal maps in exported animations using URP/Lit - Offset in an animation
https://discord.com/channels/717429793926283276/1060281287765671976
by user 103054507105067008
From that repro project - one plane, one script on it and the Normals have some weird jittering across them as can be seen here
by user 103054507105067008
How large is that object?
8000m x 8000m
by user 103054507105067008
I resolved the jitter by setting the scale of all objects to 1,1,1 and the tiling of all materials involved to 1,1 but the this.context.time.deltaTime
is skipping when I simply use that to move the offset in that sample project
by user 103054507105067008
I can send over a smaller example but it happens with even a 100x100 plane using the same URP lit material
by user 103054507105067008
Hold fire on checking the samples out for this, I really think this is just a floating point accuracy issue with meshes larger than like 3000-4000 metres or if the material or UV set is tiling too much. Will feed back if I have any more findings tomorrow
by user 103054507105067008
To prevent extra jitter, I clamped the UV scroll this.mainMaterial.normalMap.offset.y = (this.mainMaterial.normalMap.offset.y + (this.context.time.deltaTime.toPrecision(5) * this.speed)) % 1.0;
And use a model that is less than 3000m wide I don’t see the jitter so much so it’s probably a combo of UV + object scale accuracy + the offset value being outside of 0-1 accuracy also
by user 103054507105067008