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Bug Global Illumination on objects using my SG shader reset on each launch

Discussion in 'Shader Graph' started by Skymorphis, Oct 8, 2020.

  1. Skymorphis

    Skymorphis

    Joined:
    May 4, 2017
    Posts:
    17
    I'm using URP, unity version 2020.1.7f1 this problem occurs on all scenes single or additive loaded.

    Each time I reset the editor the GI and baked lightmaps appear to be unhooked (although the baked lightmaps are still present). All ambient lighting gone, very dark shadows.

    I posted in the GI sub form and reported a bug (Case 1283114). They found that it was likely the shader graph shaders.

    I have found a new idiosyncrasy where when I open the project (baked lighting seems to be cleared) then open up the graph to the shader the lighting is restored (showcased in the gif in spoiler)

    ShaderGraph GI bug.gif

    My shader uses a custom get main light function, and you can open any shader that has any kind of get main light function for this to work (even if that particular shader or that particular get light function isn't in the scene)

    Thanks for reading!
     
  2. Shaunyowns

    Shaunyowns

    Joined:
    Nov 4, 2019
    Posts:
    328
    Sending this over to the team for you @Skymorphis!
     
    Skymorphis likes this.
  3. Skymorphis

    Skymorphis

    Joined:
    May 4, 2017
    Posts:
    17
  4. Skymorphis

    Skymorphis

    Joined:
    May 4, 2017
    Posts:
    17
    bump - new case (Case 1294021)