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Working fine on Mac build, but for Windows (on a macbook pro), the lights are showing up on the reverse y value based on the center of the screen. (So when the player jumps, the light goes down instead of up).
I don't use DirectX so I cant confirm but this line should take care of flipping the UVs. Unless you are using a different shader in which case you will just need to make sure the UV flip happens to account for DirectX being upside down.
Ah, ok.
The fix for me was to remove that line, and replace it with #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv.y = 1.0f - o.uv.y; #endif
BUT, that needs to be in the vertex shader, not the fragment shader.
This seems to align with Unity's documentation https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
Working fine on Mac build, but for Windows (on a macbook pro), the lights are showing up on the reverse y value based on the center of the screen. (So when the player jumps, the light goes down instead of up).
This old issue seems to accurately describe the problem:
https://m.reddit.com/r/Unity2D/comments/4cmr4w/looking_for_anyone_who_has_a_clue_what_might_be/
Although setting the settings to OpenGLCore on Windows is not always an option.
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