Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2018.4.X, 2019.3.X, 2020.1.X
Votes
0
Found in
2018.4
2019.3
2019.3.0f6
2020.1
Issue ID
1217823
Regression
Yes
Surface shader Emission usage does not get detected when set with a specific expression using WorldNormalVector
Setting surface shader emission to a specific expression of "WorldNormalVector(Input, float3(0, 0, 1)).y" causes emission to not be used at all.
How to reproduce:
1. Open scene "EmissionChannelIssue" from the attached project
2. Inspect the sphere in Scene or Game view
Expected result: Sphere has white gradient from the middle to the top
Actual result: Sphere is completely black
Reproducible with: 2018.4.17f1, 2019.3.2f1, 2020.1.0a23
Not reproducible with: 2017.4.37f1
Workaround: set a non-zero value to shader emission. Can be done at analysis stage without affecting output by using "#if defined(SHADER_TARGET_SURFACE_ANALYSIS)"
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
- SystemInfo.get_graphicsDeviceName() is generating garbage GC Alloc when using Metal graphics API
- Crash on D3D12CommonShader::ApplyGpuProgram when attaching material which samples "_UnityFBInput0" to "Full Screen Pass Renderer Feature" Component
- SpeedTree meshes and objects count differs when comparing the numbers in the Player with the Editor
- Model and Prefab Preview icons are not updated after upgrading associated Materials to URP
- Game view is rendered white when viewing the Editor with HDR display and Post Proccesing is enabled on the Main Camera with 2D URP
Resolution Note (fix version 2020.2):
Fixed in: 2020.2.0a1