Using Polyspatial ShaderGraph lighting node

Hello!

I wan’t to use dynamic lighting in my mixed reality experience.

My understanding is that to do so, I have to use the Polyspatial lighting node in a custom shader graph, so I set up a simple custom Unlit shader graph, with the lighting node plugged to the Unlit Master Base Color, and plugged a simple texture to the base color of the lighting node. When doing that, I encounter some issues:

  • In the editor, my object is just black, do colors at all
  • In the simulator once build, I can see the light, but it is inverted (if I have my directional face straight down, the bottom of the object is lit)

Am I missing some settings, is it a bug, or is the node just not ready yet?

Thanks

Can you submit a bug report? It’s hard for me to know what’s going wrong without additional information.

The object will be black in the editor unless you are actually in play mode with PolySpatial enabled. Unless you’re in play mode, the lighting data won’t be transferred to the shader.

Indeed Play mode helps, thank you for that!

I filled a bug report IN-59254 with the problematic project attached.

Strangely, when making a new project from scratch, the issue does not seem to arise…

Hope the bug report helps!

Thanks! Looks like the issue is with the Normal Vector node in “Tangent” space, which is not being converted correctly, so we’ll fix that in a future version. If you just disconnect the Normal input, though, you’ll get the proper result (lighting from the top).

Fantastic, removing the normal input does the job. Thank you for the quick answer, it is really appreciated!