Hello!
I had a working custom variant of Internal-DeferredShading.shader in Unity 5.2 but it stopped working when I upgraded to Unity 5.3 and I can’t get it to work again. My custom variant only added two lines of code to simulate ramp lighting:
light.ndotl = LambertTerm (normalWorld, light.dir);
int iNdotlTruncated = light.ndotl * 20; //My line #1
light.ndotl = iNdotlTruncated / 20.0f; //My line #2
What has changed in 5.3 to break this and what can I do about it?
//Julius
BRDF was changed in 5.3. I didn’t look how it affects Internal-DeferredShading.shader but that is possibly cause of your problem. I would try to download latest Internal-DeferredShading.shader and modify it again…
Thank you for your reply. I’m already using the latest Internal-DeferredShading.shader but as u say BRDF was changed so that is probably the cause. I found another thread with the same problem 5.3 - Deferred shading lighting not applying - Unity Engine - Unity Discussions (with you also =) ) so now I’m waiting for a reply from the OP.