Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.1.0b10
Issue ID
924047
Regression
No
Custom Shader causes Selection Outline to stop working
Implementing a custom surface shader that uses a different name than "uv_MainTex" for its texture coordinates, causes the Selection Outline feature to stop working.
To reproduce:
1. Open the "Scene" scene in the attached project
2. Switch to Scene View
3. Enable "Selection Outline" in the Gizmos popup
4. Select "Test" Game Object from the Hierarchy
Desired outcome: The Selection Outline is displayed.
Actual result: The Selection Outline is not displayed.
Reproduced with 5.5.4p1, 5.6.0b3, 5.6.2f1, 2017.1.0a1, 2017.1.0f1, 2017.2.0a1, 2017.2.0b1
Update: The issue is marked as 'won't fix' because Unity currently does not have a well-developed mechanism for writing 'tool specific shaders'. Many of the scene view tools have some minor workarounds embedded in them to work for the majority of cases. In the case of scene view selected tool, a custom pixel shader is bound onto the vertex shader that is passed in by the user. If the vertex and pixel shader do not match properly then it leads to odd results.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment