Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2017.3.0f3
Issue ID
994056
Regression
Yes
Material won't render unless a default shader is used
How to reproduce:
1. Open Unity
2. Load user-submitted project (Space_Shooter.zip)
3. Load "Main.unity" scene
4. Instantiate "Bolt.prefab" prefab and position it so it is not occluded
5. Change prefab material shader to "Particles/Additive" (Material should be )
Expected result: Unity continues to show any visible shader result despite the shader used.
Actual result: Object disappears if the user chooses any shader but the default ones.
Notes:
- Refresh or reimport doesn't fix the problem
- It seems it cannot be reproduced on other materials (including ones that come with the tutorial and newly made ones)
- On early 5.6 Unity versions the material will fix itself and won't reproduce the issue even when run on a newer Unity
- On some early tests Unity threw assertion errors concerning Quaternion conversion to Matrix(Might not be connected to the issue)
Reproducible with - 5.6.0f2, 5.6.5p1, 2017.1.3p1, 2017.2.1p3, 2017.3.0p4, 2018.1.0b5
Not reproducible with - 5.6.0a1, 5.6.0f1
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
Add comment