CameraSampling for Volume and Transmission is upside down!
When i import a gltf with volume and transmission in unity editor the plugin is working as planned. The Reflection inside the object is correct. But when i export the scene to webgl and build it the reflection inside the object is upside down. Its this function :
void SampleSceneColor_float(float2 uv, float lod, out float3 color)
Can you assist in this case ? I tried alreade to flip the uv coordinates in this function with uv.y = 1.0 - uv.y and its working. But i dont know why this behaves different from the editor and the webgl build.
Can you assist here ? Cheers!
Thanks for the report – @pfcDorn would be great if you can take a look! Likely there needs to be a flip depending on if the RT is flipped (there should be a shader constant for that)