Search Issue Tracker
By Design
Votes
0
Found in
2019.2
2019.2.11f1
2019.3
2020.1
Issue ID
1197252
Regression
No
RealTime Lighting lits the same materials differently after switching platform to Android
Steps to reproduce:
1. Open user's attached project "TangentIssue.zip"
2. Make sure the Android Platform has been selected
3. Open Scene "t"
4. Focus on "01_1112" GameObject
5. Notice the darker areas on the wall
Expected results: RealTime Lighting lits the same materials in the same way
Actual results: RealTime Lighting lits the same materials differently
Reproducible with: 2019.2.12f1, 2019.3.0b10 20120.1.0a12
Notes: The projects GameObject brake, making impossible to test in 2018.4
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 (2020.1.X):
By design: darker tile meshes have UV coordinates rotated by 180 degrees, so the sampled normal map values are not identical.