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Help Wanted Absolute of Normal Vector result inconsistent between Unity 2018.3 and 2019.2

Discussion in 'Shader Graph' started by Tinovdk, Sep 3, 2019.

  1. Tinovdk

    Tinovdk

    Joined:
    Nov 28, 2013
    Posts:
    81
    Upgrading Unity versions, I noticed that taking the absolute of the Normal Vector produced different results. It's likely that this is causing my shader look different than before.

    2019-09-03_11-23-31.png

    2019-09-03_11-24-12.png

    I'm not proficient enough in writing shaders to solve this so I resorted to a workaround where I export the shader result from 2018.3 and use it in 2019.2. Obviously this is not a very maintainable workaround so in the meanwhile I would like to understand how I can get Shader Graph to export the same result once again.

    Thanks!
     
  2. alexandral_unity

    alexandral_unity

    Unity Technologies

    Joined:
    Jun 18, 2018
    Posts:
    162
    Are you using HDRP or Lightweight/Universal?
     
  3. Tinovdk

    Tinovdk

    Joined:
    Nov 28, 2013
    Posts:
    81
    Lightweight. These are the packages I'm using.
    upload_2019-9-4_19-30-12.png

    I don't know if it helps but these are the nodes of the graph I wanted to upgrade from 2018.3 to 2019.2.

    2018.3
    2019-09-04_19-36-56.png

    2019.2
    chrome_2019-09-04_19-39-03.png

    The first node with a pink preview in 2019.2 is right after the Absolute node.

    It should create a pretty cool tri-planar simplex noise effect. The pink jitter was not an issue outside of Shader Graph.

     
    Last edited: Sep 4, 2019
  4. alexandral_unity

    alexandral_unity

    Unity Technologies

    Joined:
    Jun 18, 2018
    Posts:
    162
    Did a quick check, I can't reproduce that behavior in 2019.3 but I can in 2019.2, so whatever is causing the bug has been fixed in the package for 2019.3 . If you want to file an official bug report we can take a look and see if we can backport it, but it is fixed in newer versions.
     
  5. Tinovdk

    Tinovdk

    Joined:
    Nov 28, 2013
    Posts:
    81
    That is comforting to know. Then I will use the workaround until we upgrade. We initially tried upgrading the project to 2019.3 but we are reliant on this Ambient Occlusion to keep working (https://github.com/beinteractive/LWRPAmbientOcclusion) and it seems UniversalRP has it's own in-built post-processing. I couldn't get this to play nice with UniversalRP yet.
     
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