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[URP] Geometry is generated in a way that causes NaN issues for shaders with normal maps. #375

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naelstrof opened this issue Jan 8, 2023 · 2 comments

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@naelstrof
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Steps to reproduce:

  1. Use a URP project
  2. Enable bloom in a post process volume
  3. Apply a surface shader that has a normal map to a real-time CSG surface.

image

We've confirmed that realtime CSG was the problem by exporting the mesh to blender-- Merged close verts and cleared split normal data, then reimporting.

This even happens with the built-in shader with a normal map placed in the normal map slot.

@nukeandbeans
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There has been a community fix provided with #372, but the developer is still working on it.

@XgarhontX
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I wrote a script for my game to delete the NaN faces (they all have an area of 0) https://github.com/XgarhontX/Delete0AreaFaces. It needs to ProBuilderize the RealtimeCSG mesh first, so someone can improve it by making RealtimeCSG do it itself.

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