Search Issue Tracker
By Design
Votes
0
Found in
6000.0.38f1
6000.1.0b6
6000.2.0a3
Issue ID
UUM-97394
Regression
Yes
0 is returned when any output from Split Node is input into the Lerp Node
How to reproduce:
1. Open the “SLU6.zip“ project
2. Open the “example_3D“ Scene
3. Observe the Game view
Expected result: 5 lasers are visible
Actual result: No lasers are visible
Reproducible in: 2023.3.0a11, 6000.0.38f1, 6000.1.0b6, 6000.2.0a3
Not reproducible in: 2022.3.58f1, 2023.3.0a10
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
Notes:
- Seems to not depend on the Shadergraph package version
- In the LaserShader.shadergraph’s preview, the laser material is visible
- If the Alpha is set manually, the lasers sort of become visible
- Non-zero value from a Split node into Lerp node’s B or T value will return 0
- Might be only
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
In the asset, the `fogBrightness` material property is set to `global`, which means a material property declaration isn't generated and the property's cannot be driven on a material instance (like `laser_001.mat`). The value used in the previews for the shader graph are just for preview. Shader Graph can't make assumptions about global properties, so that's something you'd have to drive via the `Shader.SetGlobal` scripting API.
There are a few ways to fix or improve this in the shader, but the simplest is to just use a clamp node on `fogBrightness` to ensure that the shader is always operating with an acceptable value range. It may be preferable to have the global be an offset or a modifier on a known good value instead. Whatever strategy you use, you will want to do so for any global properties you have in your shaders.