Search Issue Tracker
By Design
Votes
3
Found in
2023.1.0a1
2023.2.0a1
Issue ID
UUM-3277
Regression
No
The Material's shader is not fully set when switching the shader in Player
How to reproduce:
1. Open the attached project "ShaderSystemIssue.zip"
2. Open the "SampleScene" Scene
3. Build And Run (File > Build And Run)
4. When the Player loads press the Button labeled "Button" two times
Expected result: The Material of the "Cube" GameObject switches to "Lit"
Actual result: The Material of the "Cube" GameObject becomes transparent
Reproducible with: 2019.4.38f1, 2020.3.34f1, 2021.3.2f1, 2022.1.0f1, 2022.2.0a12
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
- ":focus" style will not be shown when the UI element is unparented and reparented and the "Focus()" method is called without the "Blur()" method being called
- Crash on BucketAllocator::Allocate when importing TextMeshPro assets
- Playmode dropdown creates continuous "Layout update is struggling" errors at certain aspect ratios
- Editor takes a long time to open VFX Graph 'Subgraph' asset when it is heavily referenced by multiple other VFX Graphs
- "Editor Event Handler Error" error is thrown when using Terrain Tool shortcuts
Resolution Note:
When setting the shader, the customRenderQueue is resetted in the material. So when the user set it back to the previous shader, the visual is different because the customRenderQueue is resetted to use the default one.
What is happening here is the intended behavior according to the [documentation |http://example.com]:
"Note that if a shader on the material is changed, the render queue resets to that of the shader itself."
The recommendation here would be to let the user know that he should also set the customRenderPass when setting the shader if he doesn't want to use the default shader one.