Search Issue Tracker
Won't Fix
Votes
1
Found in
2018.4
2018.4.16f1
2019.3
2020.1
Issue ID
1219202
Regression
Yes
Canvas "Additional Shader Channels" option is reset when reopening the Scene
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Select the Canvas GameObject in the Hierarchy
3. In Canvas Component, change the Additional Shader Channels option to "Nothing"
4. Save the Scene
5. Re-open the SampleScene
6. Inspect the Additional Shader Channels option again
Expected result: Additional Shader Channels option is not changed
Actual result: Additional Shader Channels option is reset
Reproducible with: 2018.4.17f1, 2019.3.2f1, 2020.1.0a23
Not reproducible with: 2017.4.37f1
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 (2020.1.X):
TextMeshPro needs those additional shader channels to render properly so it will reset them when the scene opens. The warning doesn't say that they dont work just that they are usually are not used in overlay as the typical usage is for lighting.