Unity 6000.3.16f1, URP, Deferred
Both in editor/build (DX11, DX12)
With TerrainLit Shader Graph and deferred rendering, terrain shadows (casting and receiving are missing), fog, decals, point lights, and light cookies look wrong or are not working at all.
Tried changing urp settings, terrain “draw instanced”, deferred+, tried to change depth write and cast/recieve shadows in Shader Graph material settings. Same TerrainLit Shader Graph works fine with forward rendering.
While checking frame debugger, I did notice that RT 4 (Gbuffer4) has pitch black, zero values for shader graph TerrainLit material (same in RenderDoc, editor and build).
More screenshots, project and RenderDoc capture:
Default TerrainLit vs Shader Graph TerrainLit in URP Deferred (no terrain shadows while shadow casting enabled)
Wrong fog for TerrainLit Shader Graph
Decal, point light also ignored in TerrainLit Shader Graph
While forward is ok
RT 4 (GBuffer4) in render debugger
Depth buffer in render debugger
GBuffer4 in RenderDoc
Shader Graph terrain material, tried to change Depth Write, cast shadows, receive shadows checkboxes.
Lit works fine for same material in Deferred, but TerrainLit not.
Project and RenderDoc capture (build, dx11) link:
https://drive.google.com/drive/folders/1Fz8xLQ1xHfBEeSqTAb3RqhoqCd4QWofR








