Search Issue Tracker
Fixed in 12.x
Votes
1
Found in [Package]
12.x
Issue ID
1332194
Regression
No
[ShaderGraph] VFX with assigned SG show unexpected modifications in version control when the SG asset is modified
Repro steps:
1. Create a default VFX
2. Create a default VFX Shader Graph, open it, add a color to blackboard, plug it in the Base Color slot, and save the graph
3. Open the VFX and assign the Shader Graph. Save the VFX and close it.
4. Press Ctrl+S to save everything again (just in case)
5. Exit Unity
6. Commit the files to version control
7. Open Unity again
8. Open the ShaderGraph aset and change the graph flow (i.e. add a Multiply node between Color and Base Color, img attached)
9. Save the SG, press Ctrl+S to save everything again
10. Take a look in version control and observe that the VFX file shows as modified with it's default texture slot being removed
Expected outcome:
No change on the VFX side when making changes in ShaderGraph which do not affect exposed properties.
Notes:
- Video attached
- It seems to only repro if there's an exposed property in SG
- The editor restart seems to have an affect on the outcome
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Add comment