Search Issue Tracker

By Design



Found in


Issue ID




[Android] Lighting/shader issue with terrains on devices with certain Adreno GPU



Steps to reproduce:
1. Open reduced project from OC link
2. Build for android device
3. On device, slide to the left, find the robot, double click on the right side of the screen so the robot walks a bit and click on the arrows. This switches the scene
4. Observe lights being red

Expected: Lights should function normally providing a soft hue
Actual: Lights seem to be broken and projecting red overblown light

Reproduced on Unity: 2017.1.0p5, 2017.1.2p1, 2017.2.0f3(not consistent, but sometimes)
Regression introduced in: 2017.1.0b1
Not Reproduced on Unity: 5.5.5p1, 5.6.4f1, 2017.1.0a3, 2017.1.0a5, 2017.1.0a6 , 2017.3.0b5

Devices Under Test:
Not reproduced with:
Samsung SM G950F Android 7.0 ARM Mali-G71
Xiaomi Mi 4i* Android 5.0.2 Adreno 405
Samsung SM G930F* Android 7.0 ARM Mali-T880
Lge LG H815 (G4)* Android 6.0 Adreno 418
Google Pixel XL Android 8.0.0 Adreno 530
Xiaomi MI PAD Android 4.4.4 NVIDIA Tegra

reproduced with:
Lenovo PB2 690M Adreno 510
Xiaomi Redmi Note 3 Adreno 510 Android 5.1.1
Xiaomi MI MAX Adreno (TM) 510 Android 6.0.1
Google Nexus 6 Adreno 420 Android 6.0.1

  1. Resolution Note (2019.1.X):

    By design: project graphics API is set to GLES2 and has enabled Realtime Global Illumination. Realtime Global Illumination is not supported on SM2.0 hardware nor when using GLES 2.0

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.