Search Issue Tracker
Won't Fix
Votes
0
Found in
6000.3.0b6
6000.4.0a2
Issue ID
UUM-122541
Regression
Yes
Exposed Properties values in Material do not update when changing values in the Shader Graph
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Graphics/Materials/JetStream.shadergraph“ Shader Graph
3. Select the Emmision property in the Blackboard panel of the Shader Graph
4. Change its Default value to 3, Min value to 0, and Max value to 5
5. Save the Shader Graph (Ctrl+S)
6. Select the “Assets/Graphics/Materials/JetStream.mat” material
7. Observe the material Exposed Properties in the Inspector window
Expected result: Default, Min, and Max values are updated
Actual result: Default, Min, and Max values do not update and still show the previous values
Reproducible with: 6000.3.0a5, 6000.3.0b6, 6000.4.0a2
Not reproducible with: 6000.3.0a4, 6000.0.60f1, 6000.2.8f1
Reproducible on: Windows 11
Not reproducible on: No other environment tested
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
Materials default initialize their property data based upon the default values in the shader. If the shader changes, those default values are not expected to propagate to the Materials that use them.
Shader Graph does import a read-only material that keeps these default values up to date. While we don't necessarily recommend using this material for production, it can be used to setup material variants or for a more interactive debugging experience within a live scene.