by Amplify_Borba » Wed Aug 22, 2018 11:29 am
Upon investigating this situation, it seems that it happens because the shader is not behaving properly in deferred, which you can confirm by setting the camera to deferred.
Impostors bake the textures as if the rendering mode was in deferred, which is why the impostor looks different, so the ideal solution for this case would be for you to use a shader that is properly compatible with both forward and deferred rendering paths, like the standard shaders.
Another good solution would be to reduce the "Shininess" material property to the lowest value since this is the main property that is causing the issue and there's almost no visual difference between between a high value and a low value in forward but there's a huge difference between the values in deferred.
Please let me know if this helps, thanks!