Search Issue Tracker
By Design
Votes
0
Found in
6000.0.59f1
6000.2.7f1
6000.3.0b4
6000.4.0a1
6000.5.0a1
Issue ID
UUM-121032
Regression
No
Line Renderer flickering in HDRP project when second Material field is set to None
Steps to reproduce:
1. Create new Unity project using HDRP 3D Template
2. Create Material in Project window
3. Create Empty GO in Hierarchy window
4. In Inspector Add Line Renderer Component for Empty GO
5. In Line Renderer Component > Materials add recently created Material
6. Press “+” to add another Material
7. Make sure that Element 1 Material is set to None
8. Observe the Line in Scene/Game view
9. Repeat these steps using URP 3D empty project
Actual results: In HDRP 3D Template, Line Renderer is flickering when one of the two Materials are set to None in the List
Expected results: Line Renderer should render only first Material, there should be no flickering in Scene/Game view
Reproducible with versions: 6000.0.59f1, 6000.2.7f1, 6000.3.0b4, 6000.4.0a1
Tested on (OS): macOS Silicon, Tahoe 26.0 (M1)
Notes: In URP, when second Material is empty, the first Material is rendered instead, no flickering is happening the Scene/Game views
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:
Having multiple materials in line renderer draws the line geometry once per material.
When one of the materials is None we render the geometry with the error shader (magenta). This is true whether we have one or more materials.
If we have 2 materials, with the first material writing to depth and the second set to None, we could observe some Z-fighting. This would also happen with other materials that test depth and have slightly different way to transform the vertices.
This is expected and consistent with other renderers (Mesh renderer).