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).
Comments (1)
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
- Manual reference page for Grid Selection is missing
- Awaitable.NextFrameAsync causes GC Alloc 0.7 KB when using CancellationToken
- Prefab "Overrides" list item popups are overridden when navigating with keyboard arrow keys
- Alpha Tolerance setting does not affect generated outlines when generating Custom Physics Shape in the Sprite Editor
- The information/help message section misses a margin in the "Profiler" window
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