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Fixed in 2021.1.X

Fixed in 2018.4.X, 2019.4.X, 2020.1.X, 2020.2.X



Found in






Issue ID




[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:

  1. Resolution Note (fix version 2019.4):

    Fixed in: 2019.4.14f1

Comments (5)

  1. firala

    Sep 01, 2020 10:50

    Same issue here in 2019.3.6f1 when using Addressables.

  2. flipddr

    Jul 29, 2020 20:40

    Spent a couple days trying to fix it. I'm using the Universal RP, and changing the material shader to URP/Baked Lit instead of URP/Lit did it for me. Hope this helps someone.

  3. OneManArmy3D

    Jan 06, 2020 14:24

    Yes, normalmaps are broken when loading maps in WebGL using addressables. In editor and standalone everything is fine.
    Here in video you can see result without/with normalmaps.

  4. Twyker_gp

    Sep 11, 2019 09:56

    Can confirm that this also happens with asset bundles that were built with the addressable asset system.

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