Search Issue Tracker
By Design
Votes
1
Found in
4.1.0f4
Issue ID
538136
Regression
No
[Custom] Surface shader with a worldNormal calculated and set to the surface normal using deferred rendering doesn't work on nvi
Reproduced on 4.2.0a4
1) What happened
Using a surface shader with a worldNormal calculated and set to the surface normal, combined with deferred rendering works correctly on ATI cards. However on NVIDIA hardware the lighting isn't effecting the shader.
In forward rendering the lighting does not effect the shader on ATI cards as well.
2) How can we reproduce it using the example you attached.
Open the scene under NormalDeferredBug/normal_deferred_bug.unity
Play the scene on an ATI card and notice the cloth is bright. On NVIDIA hardware the cloth is unaffected by any kind of light
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [HDRP] Volumetric cloud shadows disappear when there is no directional light shadows
- “Selector” column names in the Search window are lowercase when added
- Install List Project Counter Panel can be right clicked through and Install Context Menu can be opened disabling Project Counter Panel's buttons
- Scene is marked/flickering as dirty (with asterisk) when dragging a Material on a GameObject in Scene view
- Warning icon for the "Asset Import Overrides" has low visibility in Light Unity theme
Add comment