Search Issue Tracker
Fixed
Fixed in 2021.2.X, 2021.3.38f1, 2022.3.25f1, 2023.2.19f1, 6000.0.0b15, future release
Votes
1
Found in
2021.2.19f1
2021.3.36f1
2022.1.24f1
2022.2.21f1
2022.3.22f1
2023.1.20f1
2023.2.16f1
2023.3.0b10
6000.0.0b11
Issue ID
UUM-36358
Regression
No
ShaderGraph Pass name is not generated when the pass is "LightMode" = "Universal2D"
Reproduction steps:
1. Open the attached “ASDQWE” project
2. In the Project Window select “Assets/ProPxelizer/ShaderGraphProPixelizerBase.shadergraph”
3. In the Inspector Window Select the “View Generated Shader” Button
4. Observe the "LightMode" = "Universal2D" Pass in the IDE
Expected result: "LightMode" = "Universal2D" Pass has a generated name
Actual result: "LightMode" = "Universal2D" Pass does not have a generated name
Reproducible with: 10.10.1 (2020.3.47f1), 12.1.11 (2021.3.24f1), 14.0.7 (2022.2.18f1), 15.0.5 (2023.1.0b15), 16.0.1 (2023.2.0a13)
Reproducible on: Intel MacOS 13.3.1
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