Search Issue Tracker
By Design
Votes
0
Found in
2021.1
2021.1.24f1
2021.2
2022.1
Issue ID
1372504
Regression
Yes
[iOS] Shaders are invisible when using Transparent Queue
Reproduction steps:
1. Download and open the attached "UnityXRayShaderBug.zip" project
2. Build and deploy the project to iOS
3. Observe the spheres in the device
Expected result: There are two spheres behind the cube
Actual result: There is only one sphere
Reproducible with: 2021.1.0f1, 2021.1.26f1, 2021.2.0b16, 2022.1.0a13
Not reproducible with: 2019.4, 2020.3.21f1
Reproduced with: iPhone 12 Pro (iOS 14.2.1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The problem why custom shader didn't work correctly was because of missing proper Pass Tags to indicate that shader does lighting.
Since Pass Tags weren't defined in shader, the default is "Always" pass tag which doesn't apply any lighting.
Therefore the result of the lighting calculations was that objects were invisible as _WorldSpaceLightPos0 had value of (0.f, 0.f, 0.f, 0.f).
Adding Pass Tag "LightMode" = "ForwardBase" as denoted by https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html fixes the problem with zeroed _WorldSpaceLightPos0 constant value and shader works as expected.