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