Search Issue Tracker
Fixed in 2020.2.X
Votes
0
Found in
2019.4
2019.4.5f1
2020.1
2020.2
Issue ID
1266644
Regression
No
[HDRP] FBX Importer assigns HDRP shaders when HDRP is not active in the Project and Import via MaterialDescription mode is used
How to reproduce:
1. Open the user attached project named "FBXImport"
2. Enter the Sample Scene
3. Open Project settings -> Graphics and disable the HDRP
4. Select "MultiMaterial_3dsmax_3" in the Project window and reimport it
5. Select the same asset in the Hierarchy and check what shaders the children of the object are using
Expected result: Child objects use a legacy shader since no SRP is currently active in the project
Actual result: The importer assigns HDRP shaders to the imported material despite HDRP not being active
Reproducible with: 2019.4.7f1(7.4.1), 2020.1.2f1(8.2.0), 2020.2.0a21(10.0.0-preview.33)
Could not test with: 2018.4(HDRP was in early preview stage)
Notes:
1. When Material Creation Mode is set to "Standard(Legacy)" materials receive the correct shaders
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
- "Draw Additional Lights Shadowmap" calls increase when custom MaterialBlockProperty is used
- Crash on _platform_memmove when importing the "Dragon Crashers - URP 2D Sample Project" to a new 2D project
- "Shader is not supported on this GPU" warnings and and shaders are not loading when building the project for non-Chromium browsers
- [iOS][URP] The screen flickers and the "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously
- Shortcut Manager shows empty conflict filter when resolving runtime conflicts involving different contexts
Resolution Note (fix version 2020.2):
Fixed in HDRP and URP 10.1.0 which are available in Unity 2020.2