Search Issue Tracker
Won't Fix
Votes
0
Found in
5.6.0f2
Issue ID
896648
Regression
No
Indirect Instanced Rendering does not support Lambertian lighting
When instancing cubes in play mode, the ones that use Indirect Lambert shading become unlit.
Steps to reproduce:
1. Open attached project
2. Enter play mode
3. Observe the bottom line of cubes get instanced with no functional shading
Expected outcome: Using Lambert shading will react to lights and shadows properly
Actual outcome: The cubes that use Lambert shading become unlit, unreactive to lighting
Reproduced on 5.6.0f2, 2017.1.0a6
Unable to test for regression, because script uses Indirect Instace Mesh drawing(Graphics.DrawMeshInstancedIndirect) that is unavailable pre-5.6.x
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
- WebGPU error with Fantasy Kingdom and GPU Resident Drawer
- WebGPU fails with height fog in Fantasy Kingdom
- Crash on UndoManager::RegisterUndoInternal when applying added GameObjects to a Prefab
- [Asset Bundles] A new bundle hash is not generated when the name of a serialized field is changed
- Icon section shows incomplete message and unusable check box in Build Profiles and Player Settings window instead of “Not applicable for this platform” for Dedicated Server Platform
Resolution Note (2018.3.X):
User error. Procedural instancing mode disables all instanced properties declared by unity instancing macros. So the surf function in the user's shaders returns a black Albedo color. The Standard lighting model returns a dark grayish ambient color in such case while the Lambert color simply returns black.