I solved this problem for us by:
- Slightly modifying the SF source code:
Index: ShaderForge/Editor/Code/_Evaluator/SF_Evaluator.cs===================================================================--- @@ -629,6 +629,7 @@ if( currentPass == PassType.Deferred ) { App( "#pragma multi_compile ___ UNITY_HDR_ON" );+ App("#pragma multi_compile_prepassfinal"); } if( LightmappedAndLit() ) {
- Enabled the "Force no custom shadow pass" in the "Experimental" tab for all the shaders
Customer support service by UserEcho
I solved this problem for us by:
- Slightly modifying the SF source code:
- Enabled the "Force no custom shadow pass" in the "Experimental" tab for all the shaders