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Exported GLB Appears Visually Different from Original Despite Matching Mesh & Material Properties (Normals Suspected)

Open dhruvaura opened this issue 3 months ago • 1 comments

When exporting a .glb file after making operations on it with glTFast 6.11.0, the resulting model looks visually different from the original, even though the geometry and material parameters are identical.

I verified that:

  • Vertices, triangles, and submeshes match the original.
  • Material properties are identical between the original and the exported model.
  • This leads me to believe the problem may be related to normals or how they are handled during export.

Screenshots Original vs. Exported comparisons:

Image Image Image

Expected behavior The exported .glb should visually match the original model in Unity. As original and exported both uses gltfast custom shader of pbrMetalicRoughness.

Desktop (please complete the following information):

  • glTFast version 6.11.0
  • Unity Editor version6.000.45f1
  • Render Pipeline and versionURP
  • Platform: Windows PC unity editor

Any insights into how normals are exported or whether they might be recalculated/optimized differently would be helpful. Thanks

dhruvaura avatar Sep 25 '25 12:09 dhruvaura

Hi,

Thanks for getting in touch. Can you provide the original and re-exported glTF files? What do you mean with doing operations on it?

Thanks

atteneder avatar Nov 10 '25 11:11 atteneder