I upgraded a project from 2021.3.0 LTS to 2021.3.15 LTS. In a built application, most (all?) materials using the URP/Lit (opaque) shader appear solid black, while playmode in-editor it is fine.
2021.3.14 works as expected. 2021.3.16 has the same issue as .15.
Notes/config
Using URP
Using addressables
Using a dummy scene to load addressable scene
Using an FBX model with material using URP/Lit → solid black
Metallic/Opaque/Front face
Additional trial and error
Other team members have tried on their machines with the same result
URP/Unlit seems fine
URP/Lit (Metallic/**Transparent/**Front) seems fine
Same setup but extract material → solid black
Switching extracted material to URP/ComplexLit → shows up correctly
Just load a new scene (no addressables) with just spheres
URP/Lit (opaque) sphere (red) → solid black
URP/ComplexLit sphere (green) → correct
URP/Lit (transparent, but 1.0 alpha value) sphere (blue) → correct
Cannot reproduce in fresh project (will see if I can reduce to something I’m allowed to upload)
Narrowed it down to the URP Renderer asset, using the Deferred rendering path with Accurate G-buffer normals ON. URP/Lit (Metallic/Opaque/Front), either appears entirely solid black or is not rendered at all, depending on the Decal renderer feature being added. It works with Accurate G-buffer normals OFF.
Since this is more or less a quality/performance setting, I’m gonna say this is definitely a bug. It is reproducible, so I will probably file an actual bug report with a dummy project.
I had the same problem upgrading from 2021.3.14f to 2021.3.15f, but the materials aren’t black, they’re actually totally invisible. I replicated the issue in a new project (2021.3.17f) with the URP sample scene, if you change it to deferred and turn on Accurate G-bugger normals lit materials disappear (builds only).