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Votes

0

Found in

2021.2.0a18

2021.2.9f1

2022.1

2022.2

Issue ID

1401187

Regression

Yes

GameObject with a custom Shader is invisible when multi_compile keywords order is switched

Shader System

-

How to reproduce:
1. Open the attached project "haircut_repro"
2. Open the scene "SampleScene" (Assets/Scenes/SampleScene.unity)
3. In the Scene view window, toggle on the 2D view
4. Observe the GameObject "Rice"

Expected result: The character's full haircut with bangs is visible
Actual result: The character's bare forehead is visible

Reproducible with: 2021.2.0a18, 2021.2.12f1, 2022.1.0b8, 2022.2.0a4
Not reproducible with: 2019.4.36f1, 2020.3.29f1, 2021.2.0a17

  1. Resolution Note (2022.2.X):

    The shader exposes two toggles: [Toggle(CUBISM_MASK_ON)] and [Toggle(CUBISM_INVERT_ON)]. The material in question has both turned on.
    With "#pragma multi_compile CUBISM_MASK_ON CUBISM_MASK_OFF CUBISM_INVERT_ON" the shader is generating three variants: CUBISM_MASK_ON, CUBISM_MASK_OFF, CUBISM_INVERT_ON. The material asks to use a variant "CUBISM_INVERT_ON CUBISM_MASK_ON" which doesn't exist. The documentation says clearly that in case of an impossible variant, it will pick one of the existing ones. Changing the order of keywords changes the variant picked.

    I would suggest to use two directives here:
    #pragma multi_compile _ CUBISM_INVERT_ON
    #pragma multi_compile _ CUBISM_MASK_ON
    The variant it asks for will actually exist in this case and the rendering will be correct.

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