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Fixed in Unity 5.4.0

Votes

0

Found in

5.4.0b8

Issue ID

777505

Regression

Yes

[CommandBuffer] Material keywords are ignored in CommandBuffer

Graphics - General

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Priority: 2Necessary for shipping a final release

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Severity: 2Core functionality majorly impacted

Material keywords, which are set by EnableKeyword or shaderKeywords, are ignored in CommandBuffer.DrawMesh and Blit. These commands always choose the default shader variant when drawing.

Note that there is not such an issue with the global shader keyword (Shader.EnableKeyword). It takes effect properly.

This issue doesn’t reproduce on the previous versions (5.3 and earlier).

Comments (1)

  1. 68642f308bbc75b1abf3ed90870029af?d=mm

    forestrf

    Jul 06, 2016 03:03

    I am having this problem after compiling to windows standalone (x86 & x86_64) but it works inside the Editor.
    I enabled a Keyword using material.EnableKeyword ("Something") and material.IsKeywordEnabled("Something") returns true, inside the Editor and inside the Player.
    If I connect the profiler to the player and debug the current frame, it shows that indeed, the keywork is not enabled.
    I am using Windows 7 and Unity 5.4.0b23

    Thank you

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