I made a thread about this issue earlier, but I’ve since narrowed it down to a very specific and reproducible problem, so I thought I’d make a new thread that cuts to the chase:
I have a scene with:
- a realtime directional light
- a realtime point light
- a cube whose material is Default-Material
- a cube whose material uses a brand-new, UNTOUCHED Standard Surface Shader
- a floor whose material is Default-Material
- a capsule whose material is Default-Material, to cast a shadow on the previous three
In the editor, everything looks normal.
If I produce a standalone Windows build of this scene (after deleting the VRChat SDK), everything looks normal.
If I load the scene into VRChat, the cube that is lit by the (completely default) Standard Surface Shader can receive shadows from the point light, but not from the directional light:
Even weirder, it you can see the directional light’s shadow THROUGH it?? (I promise the shader is opaque!)
As a footnote: the point light is not necessary to reproduce this bug; the same thing happens if the only light in the scene is the directional light. I just included the point light to show that the cube will catch some shadows but not others.
Has anyone encountered anything like this? I can provide my project files if necessary. Is this something that should be filed as a VRchat bug? (Again: in a standalone build, this doesn’t happen.)