Hello all,
I have recently been looking into customizing Unity’s deferred pipeline using CommandBuffers. I of course referenced Unity’s own Command Buffer Demo Project. I was poking around the custom deferred lighting scene and noticed that when HDR was disabled on the camera, the shader wouldn’t work:
As you can see the custom lights are pitch black. I haven’t modified the code or the scene in any way (besides of course disabling HDR).
Why does this problem occur? Is it a bug with Unity’s rendering pipeline, or a regression unaccounted for in this simple example shader? If it is the latter, how can I modify the shader to account for this? Any help would be appreciated.
Thanks to you all in advance.