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Custom surface shader is rendered with wrong HDR color emission values when they are set in an animation

Graphics - General


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

  1. Response avatar

    Resolution Note (fix version ):

    Unity implemented HDR color picker to follow the design of photoshop HDR color picker.

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