I have a shader that calculates emission based on how far each vertex is away from a certain point (GlowPosition).
Node Network:
https://imgur.com/a/ChftY
Nothing too complicated. I'm an entry level technical artist and have only about a year of shader experience but I don't think I'm doing anything wrong (someone correct me if that's not the case). The shader functions as intended in editor and play mode but acts strange in builds.
I have several crystals with identical materials using the shader that flicker from being correct to being a flat color. It seems to be dependent on the angle from which you're looking but also just kind of random. By rotating around a crystal you can make it switch from being correctly shaded to being just a flat color (most of the time).
Image of problem:
http://imgur.com/a/l9STA
I am using the lastest version of Amplify Shader Editor (1.5.0). Tested on both a Windows and Linux build. I can provide additional information if needed.
Definately seems like a bug to me but I'm open to any suggestion! I'm out of ideas.