Hi,
Perhaps there’s a missing normalization step or multiply somewhere as in editor vs webGL build, a cube floor stretched to say 50-100 units will be lit quite differently on WebGL vs editor.
I wondered if it was a limitation of WebGL but it just seems like a simple oversight.
Hi!
My guess:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl
For WebGL there’s #define SHADER_HINT_NICE_QUALITY 0, which moves normalization to be done per-vertex instead of per-pixel.
Aha! Thank you
Makes perfect sense now. But why do we do that when mostly, gpu performance is generally quite decent on WebGL?
Also, it’s not accessible in Shadergraph along with a bunch of other things like stencil ops and so on, would be pretty cool actually to be able to specify a header file a graph can use like custom node, to set those values without having to edit source each time.
Any plans?
That’s when you run on desktops, right? 
I’ll poke the shader graph team about that
True! desktop development here… And thanks for poking them 