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Won't Fix

Won't Fix in 6000.5.X

Votes

0

Found in

6000.0.69f1

6000.3.11f1

6000.4.0b11

6000.5.0a8

Issue ID

UUM-136902

Regression

No

Shader Graph "Redirect" node does not get connected when connecting it to a "Branch On Input Connection" node

ShaderGraph

-

How to reproduce:
1. Open the attached "IN-136778_TestURPTemp.zip" project
2. In the Project tab, go to Assets -> Shaders
3. In Shaders folder, open the "GetNormalMap" shader graph
4. In the "GetNormalMap" shader graph, try to connect the existing “Redirect” node from "Normal(T2)" to the "Input (P)" input of the "Branch On Input Connection" node

Actual result: The node does not get connected to "Input (P)"
Expected result: The node gets connected to "Input (P)"

Reproducible with: 2023.1.0a1, 6000.0.70f1, 6000.3.11f1, 6000.4.0b12, 6000.5.0a8

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Note: If a “Redirect” node is added on an already existing connection from "Normal(T2)" to "Input(P)", the "Branch On Input Connection" node will display an error icon with a message saying "Concretization: Slot Input cannot accept input of type Texture2D."

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug.

    It represents a larger issue with how we maintain the identity of graph elements across connections. There's a few situations where issues like this can occur. We're looking at a more holistic solution to this problem.

    As such, we won't fix this issue specifically, but you can expect improvements at a later date. Thanks for reporting this!

  2. Resolution Note (6000.5.X):

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug.

    It represents a larger issue with how we maintain the identity of graph elements across connections. There's a few situations where issues like this can occur. We're looking at a more holistic solution to this problem.

    As such, we won't fix this issue specifically, but you can expect improvements at a later date. Thanks for reporting this!

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