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Why does lighting stop working on just one machine?
I wrote a custom shader, pasted below.
2 of my colleagues are using the shader and suddenly lighting has stopped working for just one of them. We are both running 4.3.1F1, We are both running on Retina MacbookPros with NVIDIA GeForce GT 650M GPUs. He's in OSX 10.7.4, I'm in 10.8.
We've narrowed it down to
Blend SrcAlpha OneMinusSrcAlpha
If I comment that line out in the shader lighting suddenly works on his machine. It works with or without that line in mine.
How can we fix his version of Unity, what setting needs to be fixed or whatever, so it starts working or any other ideas why the difference?
Here's the full shader
Shader "Greggman/GmanLinesCullBack" {
Properties {
_LineColor ("EdgeColor", Color) = (1, 1, 1, 1)
_FillColor ("FillColor", Color) = (0, 0, 0, 0)
_EdgeThickness ("EdgeThickness", Float) = 0.1
_Scale ("Scale", Float) = 1
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Lighting On
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _LineColor;
float4 _FillColor;
float _Scale;
float _EdgeThickness;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 t = tex2D (_MainTex, IN.uv_MainTex);
half4 c = _FillColor;
float v = frac(IN.uv_MainTex.y * _Scale);
if (v < _EdgeThickness) {
c = _LineColor;
}
o.Albedo = c.rgb;
o.Alpha = c.a * t.a;
}
ENDCG
}
FallBack "Diffuse"
}
And here's screenshots from his machine vs mine. Same file, same project
His (where'd lighting go?)
Mine (correctly lit)
update: for whatever reason lighting has starting working on the bad machine in the scene view only. The game view still has no lighting. Any ideas?
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