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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment