Black Textures in Built App using 2021.3.15f1 LTS

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Hi,

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)

8673669--1168752--lts-upgrade-solid-black.png

First place I would check is the runtime or device logs, see if any shaders are failing to compile.

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.

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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).

Did you file a bug @leea1 ?

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Yes, I filed a bug which recently got accepted. They said they have a fix and is undergoing internal testing.

The difference between black vs totally invisible is whether the “Decal” render feature is added (I mentioned this in my bug report as well).

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