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
- Redoing creation of Sub Scenes and Cube GameObjects in Hierarchy throws “Assertion failed on expression: 'targetScene != nullptr’” error in Console window
- Selecting “New Sub Scene” after assigning “New Scene” in Sub Scene Script Component throws “Destroying GameObjects immediately is not permitted” in the Console window
- Shader Graph "Zoom Step Size" can be set to 0 even though the zoom still works
- Enabling/Disabling the Deprecated Nodes doesn't apply to the opened Shader Graph unless any Variable is added to the Blackboard
- Group Selection title text size is smaller in renaming than the actual font size
Add comment