Search Issue Tracker
Fixed in 9.0.X
Fixed in 7.3, 8.0.1, 9.0
Votes
11
Found in [Package]
7.1.1
Issue ID
1215767
Regression
Yes
[Shader Graph] Fog Node density returns 0 when it is connected to an Unlit Master Node
Reproduction steps:
1. Create a new Project with URP or HDRP
2. In the Project window create a new Unlit Graph and open it
3. In the Shader Graph window create a Fog Node and connect the density output with Unlit Master Node color input
4. Create a new material and assign the created shader graph
5. Apply the material to a GameObject
Expected result: Fog Node density returns 1 when connected to an Unlit Master Node
Actual result: Fog Node density returns 0 when connected to an Unlit Master Node
Reproduces on: Shader Graph 7.1.1 (2019.3.0b5), Shader Graph 7.1.8 (2019.3.0f6, 2020.1.0a22)
Does not reproduce on: Shader Graph 4.10.0-Preview (2018.4.17f1), Shader Graph 7.0.1 (2019.3.0b4)
Could not test with 2017.4 due to the package not existing
Notes:
-Does not reproduce with the PBR Master Node
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
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
abivz
Feb 27, 2020 10:45
Unlit output shader code doesn't contains #pragma multi_compile_fog. Please add this pragma automatic with Fog Node exists or something else.