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Fixed in 2021.1
Fix In Review for 2019.4
Fixed in 2018.4, 2020.1, 2020.2
[WebGL] Normal Maps produce wrong lighting on WebGL build when appropriate Unity shader is put into Always Included Shaders list
How to reproduce:
1. Create a new project and import the attached package "case_1120359-NormalsWebGL_package"
2. Add "mobile/Bumped Diffuse" shader to Project Settings -> Graphics -> Always Included Shaders list
3. Build project with scene "TargetDeffered" for WebGL target with default settings
4. Run the built project and observe output in the browser
Expected result: normal map on spinning plane works correctly (normal mapped features appear lit from the right)
Actual result: normal map behaves incorrectly (produces wrong surface lighting)
Reproducible with: 2017.4.19f1, 2018.3.3f1, 2019.1.0b1, 2019.2.0a3
Note: the user reports that this issue is also present when using the "Standard", "Standard (Specular Setup)", but not when using LWRP. The user has some more details in his forum thread: https://forum.unity.com/threads/normal-map-not-working-when-adding-standard-in-always-included-shaders.595639/
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