Search Issue Tracker
By Design
By Design in 6000.0.X
Votes
0
Found in
2021.3.43f1
2022.3.44f1
6000.0.17f1
Issue ID
UUM-79275
Regression
No
Objects are invisible when using transparent Shader Graph
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Scenes/SampleScene.unity” scene
3. Observe “VFX”, “VFXwithSG” and “CubewithSGMat” GameObjects in the hierarchy and the scene
Expected results: “VFXwithSG” and “CubewithSGMat” GameObjects display red circle textures like the VFX GameObject
Actual results: “VFXwithSG” and “CubewithSGMat” GameObjects are invisible
Reproduced with: 2021.3.43f1, 2022.3.44f1, 6000.0.17f1
Reproduced on: Ubuntu 22.04, Ubuntu 18.04, macOS
Not reproduced on: Windows
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
- After converting a Built-in project to URP render texture related errors are spammed that can lead to Game view being rendered on top of Scene view
- UI Builder slider value lags and stutters when sliding/modifying certain property values
- "Reset UI Builder Layout" functionality inconsistently changes Canva Size when "Match Game View" is enabled/disabled
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
Resolution Note:
We reviewed this internally- it appears as though the Alpha channel is behaving correctly. At 0 alpha the entire image should no longer be visible, which is what appears to be happening.
Depending on how a user's content is organized, there may be more or less work to do in the shader to ensure that there are desired results-- for example, a way to mask portions of the image that are meant to be transparent from those that are opaque.
Resolution Note (6000.0.X):
We reviewed this internally- it appears as though the Alpha channel is behaving correctly. At 0 alpha the entire image should no longer be visible, which is what appears to be happening.
Depending on how a user's content is organized, there may be more or less work to do in the shader to ensure that there are desired results-- for example, a way to mask portions of the image that are meant to be transparent from those that are opaque.