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Android, LWRP 4.1.0+ and Shadergraph bug

Discussion in 'Graphics Experimental Previews' started by TheoKain, Nov 30, 2018.

  1. TheoKain

    TheoKain

    Joined:
    Nov 20, 2016
    Posts:
    14
    Shadergraph shaders (default pbr) seem to get stripped of lighting/shadow functionality on LWRP 4.1.0+ on Android (tested on API 23) with opengl ES3.0. In the editor however, they appear fine.

    On LWRP 4.01 and below, light/shadow behave as expected in both the editor and on android.

    Here's how to reproduce with a new LWRP project using unity 2018.3 beta 11:

    • make a new default scene
    • Add a plane, with a sphere above it and a cube above the sphere so cast shadows are visible on the plane and the sphere
    • Create a basic pbr shadergraph shader and attach it to a material to then attach to the sphere, plane and cube
    • Update LWRP to 4.0.1 and build the scene to android with default settings => should appear as in the editor
    • Now update LWRP to 4.1.0 and build scene to android => the material doesn't receive lighting on it's surface on the android build

     
  2. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
    584
    Could you report this as a bug with your project so we can take a look at it?