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Question by MacMC · Jan 27, 2020 at 06:10 PM · shader programmingpoint lightdeferred rendering

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

alt text

Any clue why this is happening with the point light? Attenuation issue? Lookup texture? I'm absolutely stumped.

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avatar image Namey5 · Jan 28, 2020 at 08:26 AM 0
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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.

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