Search Issue Tracker
By Design
Votes
0
Found in [Package]
7.2.0
Issue ID
1255808
Regression
Yes
Procedurally generated normals shade the mesh's material in two pieces/artifacts
How to reproduce:
1. Open attached project "TestNormal20194.zip" and scene "TestNormal"
2. In Scene view, observe the Quad from different angles
Expected result: the Quad material does not change color
Actual result: the Quad is split in half and depending on the angle different shades are shown
2020.2
Reproducible with: 2019.3.0f6, 2019.3.7f1 (7.2.0), 2019.4.2f1 (7.3.1), 2020.1.0b14, 2020.2.0a15 (8.1.0, 9.0.0-preview.14)
Not reproducible with: 2018.4.24f1 (4.10.0-preview), 2019.3.7f1 (7.1.8)
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
- [Editor] Multiple "[...] is inaccessible due to its protection level" errors are thrown when opening project with Unity Version Control installed
Resolution Note:
The result the user was getting before was relying on behavior that's actually incorrect. Shader Graph was able to fix this behavior (and therefore match the renderpipeline) and now it's not doing what the user expects but it's actually correct behavior.
Vertex normals are interpolated linearly, not spherically. It is suggested to pass along the data in a UV instead to get the expected behavior in packages with the fix present.