Developer Notes

By default mobile uses half precision in pixel shader calculations to improve performance. You an either perform the texture coordinate math using full precision by checking the "Use Full Precision" checkbox in the material (under Mobile), or by using a Customized UVs to perform the UV math in the vertex shader, which always uses full precision, and passing the result to the pixel shader.

There's an extra nuance for external (media) textures which can make them use half precision even when using Customized UVs. If you notice this, use the Full Precision checkbox.

Description

Offsetting UVs can result in blurred texture on Android/Quest

 

Confirmation in MAIN 4.25 @ CL 11384989 blocked by [Link Removed]

Steps to Reproduce
  1. Open attached project
  2. Project contains a video texture (video texture not required, proved with regular texture as well) at close proximity to the camera.
  3. UV offset is applied to the image. (Material Pictured) (Use case is stereoscopic video)
  4. Launch on Quest, or delete 'Quest' From "Package for Oculus Mobile devices" array and Launch on Android Device

Result: The texture that has been multiplied and added will be blurred. (no blurring on pc)

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-88736 in the post.

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By Design
ComponentUE - Platform - Mobile
Affects Versions4.23.14.24.2
CreatedFeb 13, 2020
ResolvedFeb 14, 2020
UpdatedNov 4, 2020