I’ve recently upgraded to Unity Pro 3.1 with iPhone. I’m trying to figure out some issues I’m finding with how lighting is working with shaders. The issue I’m having is that the default diffuse/detail shader for mobile doesn’t behave the way I would expect it to, and behaves differently from the way it did in the previous version of Unity.
As a test I implemented the scene picture in the attachment. On the right, I have a cube with a Material using the standard mobile diffuse/detail shader. On the left is a torus with the same Material and shader. There is one directional light in the scene, positioned above the objects. The objects are basically adjacent to each other in the scene
If I rotate the cube, I get what I would expect in terms of seeing the light play off of the various faces of the cube depending on how they face in relationship to the light.
If I rotate the torus, the behavior doesn’t make sense to me. If it is oriented in one direction, it is fully illuminated. If I rotate it 180 degrees around the x axis, it it totally dark. The light is uniform across the entire surface despite the face that it is rotating in various ways.
Any ideas why I might be seeing this behavior?
Thanks in advance!
