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Fixed in 5.3.0

Votes

90

Found in

5.0.1f1

Issue ID

686526

Regression

Yes

[Shaders] Missing fallback from Directional to NonDirectional mode with shaders that do not support it (GLES2.0/SM2.0/DX11level9

Global Illumination

-

WORKAROUND: Use non-directional mode

To reproduce:
1. Open attached project
2. Build and run to iOS (same on Android based on forum thread)
3. Notice there is no lighting (screen attached)

Gles2 is forced in settings. Works fine on gles3

Comments (23)

  1. SpiriTx

    Oct 06, 2015 12:31

    Just verified fix on 5.3b1, which auto fallbacks to supported directional mode, stay tight

  2. xCyborg

    Aug 21, 2015 15:35

    At least the non-directional workaround works, would be good to make a warning in the editor until it's fixed like point light bounces not shadowmapping in realtime GI.
    Also I would like to mention that unless I disable auto and manually bake, the lightmaps in Android platform don't get updated and reimported from the disk, please look into it as well.

  3. jack riddell

    Aug 11, 2015 05:58

    Still seeing this issue after 5.1.2 p3

  4. jack riddell

    Jul 30, 2015 08:40

    Still seeing this issue

  5. Meltdown

    Jul 02, 2015 00:41

    Is there any update on this?

  6. newmonuments

    Jun 04, 2015 20:17

    The workaround of switching to "non-directional" lighting doesn't really work, as any normal maps aren't dsiplayed properly and result in artifacts

  7. HeavyPepper

    May 29, 2015 02:36

    This bug prevents deployment to iPhone 5/5c devices as they only support Gles2.

  8. SpiriTx

    May 28, 2015 09:32

    Current workaround on Gles2 is to set Directional Mode to Non Directional

  9. grimmy

    May 25, 2015 10:55

    This is a massive issue. Lightmapping doesn't work on android builds. Whats all that about then?!!!!

  10. KoolPix

    May 21, 2015 19:13

    Standard Shader is not supported for OpenGLES 2 at the moment. You can hack the shader to work, but there's a giant "// TEMPORARY: GLES2.0 temporarily disabled to prevent errors spam on devices without textureCubeLodEXT" warning that you should probably take into account if you do. The shader falls back to VertexLit one GLES2, which doesn't support light maps. You can also hack the fallback to one of the legacy shaders to get lightmaps working again until this is fixed.

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