Issue baking lighting with custom shader graph materials (URP - Deferred)

HI Guys, I’m working with the settings (image: setting_1).

My intention is to use real-time shadow (Mixed directional light) inside 15 mt, and after 15 mt use bake data.

I’m using Deferred Render. If I use a URP-Lit material look that everything is fine (image: LitUnity).

But in my project, I’m using custom shaders (Shader graph), and if I use a custom shader graph there is a bug after the 15 mt, the mesh is not taking the info from the baking light. (image: ShaderGraphCustomMat).

With Forward rendering works fine, the problem is with Deferred.

Unity 2021.2.0b14 - URP.

Thanks.
Eduardo



Hi Eduardo,

Could you please submit a bug report for this issue with the reproduction project attached?

Hi guys, any update about in what version this issue could be fixed. I uploaded a bug report time ago in the beta version the number ticket is 1372326

Thanks and regards.
Eduardo

It’s been quite a while now. Any updates? @LeonhardP

According to Unity issue is in review in HDRP 14.0.1.

https://issuetracker.unity3d.com/issues/dark-band-on-the-scene-objects-when-using-deferred-rendering-and-custom-shader-made-with-shader-graph

Hello, considering that recently launched 2021 LTS, could be possible to consider a backport to this issue for HDRP 12.

it will be really helpful, our project needs this feature and I think that could be possible fix it in older version of HDRP.

Thanks and regards

Backports for 21.3 and 22.1 are being worked on.