Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.4.0b8
Issue ID
777505
Regression
Yes
[CommandBuffer] Material keywords are ignored in CommandBuffer
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).
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
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