I'm currently running a edited version of the DepthNormal encoding PostProcessing shader, and when trying to use it with a terrain using lightmapped based lighting, it creates this log message every frame:
Shader wants normals, but the mesh doesn't have them UnityEngine.Camera:RenderWithShader(Shader, String) UnityEngine.Camera:RenderWithShader(Shader, String) DepthBugTesting:OnPreRender() (at Assets\Skunkwerks Assets\Shaders\DepthBugTesting.cs:51) UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean) UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean) UnityEditor.GameView:OnGUI() System.Reflection.MonoMethod:InternalInvoke(Object, Object[]) System.Reflection.MonoMethod:InternalInvoke(Object, Object[]) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) UnityEditor.HostView:Invoke(String) UnityEditor.DockArea:OnGUI()
[....\Runtime\Filters\Mesh\LodMesh.cpp line 1061]
I've also tried setting up the shader with the default builtin shader provided on the Unity site (the one I originally edited from) and it also produces this error, however when setting up the camera with the new "Camera.depthTextureMode" settings, which uses this shader internally, it doesn't cause this error.
Can anyone shed some light on why this might be happening, or any way of getting around this error, as we need to use an edited version of the DepthNormals encoding Post Processing shader.