Search Issue Tracker

By Design

Votes

0

Found in [Package]

10.1.0-preview.5

Issue ID

1268504

Regression

No

Setting Material Color and Surface Type using MaterialPropertyBlock does not work when Surface Type is set to Transparent

Package: Scriptable Render Pipeline HD

-

How to reproduce:
1. Create a new HDRP Template project
2. Import the attached script named "MaterialTest.cs"
3. Click MaterialTest - > Create
4. Observe the two created Spheres in the Scene window

Expected result: One of the Spheres is rendered transparent with a red tint
Actual result: The Sphere is rendered either Opaque or extremely emissive depending on which Color constructor is used

Reproducible with: 2018.4.26f1(4.10.0), 2019.4.8f1(7.4.3), 2020.1.2f1(8.2.0), 2020.2.0a21(10.0.0-preview.27, 10.1.0-preview.5)

Notes:
1. If unityMaterial.SetColor("_BaseColor", new Color(128, 0, 0, 0f)) is used, the Sphere becomes extremely emissive. This is fixed by opening the material instance's properties and manually setting the same color using the Color wheel
2. If unityMaterial.SetColor("_BaseColor", new Color(1, 0, 0, 0f)) is used, the Sphere becomes opaque. This is fixed by by expanding material's properties

  1. Resolution Note:

    The attached project has some mistakes in the material creation pattern. Certain keywords were missing that are mandatory for setting up a transparent object, which in turn caused the reported behavior.

    We have decided that new c# helpers would make it easier to create materials from a script and avoid similar situations. This idea was added to our roadmaps, but currently, there is no ETA available when this new feature would land.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.