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(Bug?) WebGL (large scaled) object are lit differently

Discussion in 'Universal Render Pipeline' started by hippocoder, Jan 21, 2020.

  1. hippocoder

    hippocoder

    Digital Ape

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    Hi,

    Perhaps there's a missing normalization step or multiply somewhere as in editor vs webGL build, a cube floor stretched to say 50-100 units will be lit quite differently on WebGL vs editor.

    I wondered if it was a limitation of WebGL but it just seems like a simple oversight.
     
  2. aleksandrk

    aleksandrk

    Unity Technologies

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  3. hippocoder

    hippocoder

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    Aha! Thank you :) Makes perfect sense now. But why do we do that when mostly, gpu performance is generally quite decent on WebGL?

    Also, it's not accessible in Shadergraph along with a bunch of other things like stencil ops and so on, would be pretty cool actually to be able to specify a header file a graph can use like custom node, to set those values without having to edit source each time.

    Any plans?
     
  4. aleksandrk

    aleksandrk

    Unity Technologies

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    That's when you run on desktops, right? :)

    I'll poke the shader graph team about that
     
  5. hippocoder

    hippocoder

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    True! desktop development here.. And thanks for poking them :)