Search Issue Tracker
Fixed in 2018.3.X
Votes
0
Found in
2017.2.0b2
2017.4.1f1
Issue ID
1026495
Regression
Yes
Standard shader deferred pass does not have a variant for just "UNITY_HDR_ON" case; hard to manually render objs via cmdbuffers
When trying to manually render objects via command buffers in an AfterGBuffer pass, it's not possible to do that properly when HDR is on.
This seems to be due to Standard shader lacking a shader variant that just has UNITY_HDR_ON keyword, leading to wrong variant being picked.
Workaround is to also manually set LIGHTPROBE_SH keyword on the command buffer, this picks a more correct variant.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment