Search Issue Tracker
Fixed in 10.1.0
Votes
4
Found in [Package]
6.9.0
Issue ID
1212002
Regression
No
[VFX Graph] Fixed gradient colors are blended when Random Number node for time interpolation is used
How to reproduce:
1. Open the attached '1212002.zip' project
2. Open 'SampleScene' Scene
3. Select 'ExampleGradient' GameObject
4. Select HDR Gradient Editor of Example Gradient dropdown in the Inspector
5. Notice that Mode is set to Fixed
6. Change Location value from 51% to 50%
Expected result: Quad is red or green
Actual result: Quad is yellow
Reproducible with: 2019.2.20f1(6.9.0, 6.9.2), 2019.3.0f6(7.1.7, 7.1.8), 2020.1.0a22(7.1.7, 7.1.8)
Could not test with: 2017.4.36f1 HDRP is not introduced, 2018.4.17f1 unable to set gradient color because quads are complitely white
Notes:
- Video and project of reproduction attached in Edit
- Reproducible on macOS
- Reproducible with Random Number node when Seed is Per Particle, Per Particle Strip; Not reproducible when Seed is Per Component
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
- Sprite Atlas remains loaded in memory after scene change or unloading assets
- Decompressing a DeflateStream under IL2CPP misses a few bytes
- Referred style sheet stays dirty after saving when using the UIBuilder
- The Height map Amplitude is not working when using HDRP/LayeredLit
- Infinite inertial tensor rotation values are not discarded (both AB and RB)
Resolution Note (fix version 10.1.0):
Fixed in 2021.1.0a7