Search Issue Tracker
By Design
Votes
0
Found in
2018.3.0a1
2018.3.5f1
2019.1.0a1
2019.2.0a1
Issue ID
1129479
Regression
No
Custom surface shader is rendered with wrong HDR color emission values when they are set in an animation
How to reproduce:
1. Open the project attached by the user and open "New Scene"
2. Open the frame debugger and select the "Draw Mesh Capsule" call under "RenderForward.RenderLoopJob"
3. In the ShaderProperties, notice that the _EmissionColor is (2.4, 0, 1.1, 1) (this is with the default material properties)
4. Select the Capsule in the Hierarchy and open the Animation window
5. Press the preview button in the Animation window
Expected results: Since the values set in the animation are identical to the default properties, the _EmissionColor should still be (2.4, 0, 1.1, 1)
Actual results: The _EmissionColor is (7.1, 0, 1.3, 1)
Reproducible in: 2017.4.21f1, 2018.3.7f1, 2019.1.0b4, 2019.2.0a6
Note: In 2017.4, the Emission color is wrong in both cases
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
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
Resolution Note:
Unity implemented HDR color picker to follow the design of photoshop HDR color picker.