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Why do point lights look so weird with deferred shading?
I've been debugging my custom deferred shader for some time, and after hours of fiddling, I've reached the conclusion that the problem code might actually outside of my reach. I'm using the LTS version of Unity 2018.4.1
To test this, I
started a new project
copied the internal deferred shader,
changed NOTHING in the code except for the shader name
changed from built-in to my new custom shader
Any clue why this is happening with the point light? Attenuation issue? Lookup texture? I'm absolutely stumped.
Just to be certain (because there are numerous deferred shaders in the internal library, and even more than one deferred renderer), are you sure that you have copied the correct shader and assigned it to the right shader slot? Another thing to check would be that you have the correct shader for the version of Unity you are using.