Search Issue Tracker
By Design
Votes
0
Found in
2020.3
2020.3.6f1
2021.1
2021.2
2022.1
Issue ID
1350315
Regression
No
Shaders imported from Blender break inside Unity
How to reproduce:
1. Open the user's attached project
2. Open the "Eye" Scene
3. Observe the "Eye1 Variant" GameObject and "EyeFromBlender" GameObject
Expected results: the two GameObjects look the same
Actual results: the two GameObjects look different
Reproducible with: 2020.3.13f1, 2021.1.14f1, 2021.2.0b6, 2022.1.0a4
Could not test with: 2019.429f1 (project corrupts when downgrading it)
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
- Crash on CollectAllSceneManagerAndObjectIDs when opening a specific Scene
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
- SetComponentEnabled uses class instead of struct when constraining Enableable Component type
- [iOS] Application.deepLinkActivated does not get invoked while app is running when UIApplicationSceneManifest is added in Info.plist
Resolution Note:
The mesh exported from blender is not the same as the one provided with HDRP. It looks like the up vector was not correctly set in blender export settings.
Alternatively, you can copy and modify the provided Eye shadergraph to change the cornea refraction. The CorneaRefraction Node expects the eye to look along the Z axis, which is not the case with the mesh exported from blender.