+1 vote

I'm using a ZTE Blade A512 (Android 6.0) that I got exclusively for app & game dev.
The GPU is an Adreno 308 which is a souped-up 306 and most definitely supports GLES 2 and 3.
However the built-in toon shader doesn't seem to work and in fact, custom shaders are heavily downgraded as well:
Windows shaders
Android shaders

The shaders are clearly not disabled as the mesh in the background uses a fragment shader to blend the two textures.
NORMALMAP and NORMALMAP_DEPTH seem to be ignored.
Is there anything I'm doing wrong or missing here ?

in Engine by (79 points)

1 Answer

+2 votes
Best answer

First of all many thanks to the IRC channel and volzhs on github.
Under Scene > Project Settings > Rasterizer.android enabling use_fragment_lighting solved the issue.

enter image description here

by (79 points)
selected by

Where is this setting in 3.0.2? My guess is this is my issues because the one object with a custom fragment shader isn't showing up while everything else does and I'm going crazy trying to find this setting.

Where is it, me has issue

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.