by user 546555823451668481
We absolutely donβt see anything in these pictures to help you. This needs more context. Have you seen my question above?
no i didnt do that
by user 546555823451668481
getting this
by user 546555823451668481
Which Unity version are you on? BiRP, URP or HDRP?
Please help us help you
2021.3.16f1 URP
it also shuts down with d3d11 error, i think this is not because of needle but the unity version as many user face this
by user 546555823451668481
created a new project and no such issue with it, but one of my material that is pbr is looking blck
by user 546555823451668481
which shader is the material using?
Pbrgraph
by user 546555823451668481
Could it be that your model has black vertex colors? Can you in the PBRGraph material in Unity check βshow vertex colorsβ - does it also appear black in Unity if you do that?
It shows green whether i enable or disable vertex color
by user 546555823451668481
In unity
by user 546555823451668481
Are there any errors or warnings in the console, either in Unity or in the browser?
No errors in console after disabling vertex color it shows some material in browser but looks completely different then unity
by user 546555823451668481
created a duplicate material and it looks fine
by user 546555823451668481
can you tell me how many verts,animations,shadow should be there for everything to work moothly on both pc and mobile?
by user 546555823451668481
that sounds like you still had the asset label on the first material
Depends on your target devices. Generally ~200k vertices should be fine. Rendering shadows effectively renders everything twice, so keep that in mind for scene complexity and if you really need them and so on, especially when targeting low-end mobiles or mobile VR headsets.