SceneTexture:WorldNormal not working on some platforms

Hello, I noticed that whenever I use the SceneTexture:WorldNormal node in a post process material, it seems that low end PC (which does not use DirectX rendering) and Nintendo Switch users won’t display the material, resulting in some sort of “blue screen of death” instead


For anybody coming by, it seems (to me) that this node actually uses the G-Buffer which is only present in Deferred Shading.

But Nintendo Switch and PC’s “performance mode” seem to use Forward Shading which doesn’t store data in the G-Buffer, thus making it unavailable for use.

I resolved by changing the node with other ones, this answer might deserve to be completed though.


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