Search Issue Tracker
By Design
Votes
0
Found in
2021.3.39f1
2022.3.32f1
6000.0.5f1
Issue ID
UUM-73623
Regression
No
"Shader.EnableKeyword" does not affect the shader when its keyword value is larger than the enum value set on the material
How to reproduce:
1. Open the “TestShaderGraphMultiCompileKeyword“ project
2. Open the “SampleScene“
3. Open the “Shader Graphs_MultiCompileShader“ material in the Inspector
4. Set the “BaseColorMode“ property to “Red“
5. Open the “Custom Camera (Global keyword)“ GameObject in the Inspector
6. Set the “Base Color“ property to “BASECOLORMODE_BLUE“
7. Observe the Game view
Expected result: The smaller cube is blue
Actual result: The smaller cube is red
Reproducible with: 2021.3.39f1, 2022.3.32f1, 6000.0.5f1
Reproducible on: macOS 13.5.2 (Intel), Windows 11 (User’s)
Not reproducible on: No other environments tested
Note: It seems that the “BaseColorMode“ has a hierarchical priority, or the “Base Color“ only comes into affect if it is higher in the list than the place of the “BaseColorMode“ chosen element
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
- Frame Debugger is not disabled when switching Scenes if the Frame Debugger window is not open during the transition
- Standalone Profiler Targets another Project if a Standalone Profiler was launched in it before when switching between Edit or Play Mode Targets
- Crash on ForwardRenderLoopJob when opening a specific project
- [Android] Memory leak and eventual crash on Snapdragon 8 Gen 1+ devices when a Clear Pass is executed after Framebuffer Fetch
- PhysicsRaycaster ray length is incorrect when casting from rotated Camera
Resolution Note:
When the material and the global state both enable a keyword from the same keyword list, it ends up trying to select a non-existing variant.
When this happens, some close enough variant gets picked.