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Materials showing up black on non-static objects
Weirdly Specific Question:
I have a character that I want to use a custom shader (made in Shader Forge) to make the skin softer. This shader is said to only be compatible in a forward rendering pipeline, but we are using deffered.
This is the Character with my skin shader applied.
So obviously it shows up pitch black, which would be understandable considering it shouldn't be compatible with deffered rendering. however Despite this the material actually shows up fine on static objects in specific.
the same shader showing up perfectly fine on some static rocks in the scene.
The only difference between the objects it shows up on and ones that it doesn't is whether or not they are static. So would anyone know a workaround for this? is using this shader on my character even possible? Another extremely strange thing is that it doesnt work even if I do set the render to be forward rather than deffered.