Search Issue Tracker
By Design
By Design in 2022.2.X
Votes
0
Found in
2020.3.32f1
2021.3.5f1
2022.1.0b13
2022.2.0a9
Issue ID
UUM-1042
Regression
No
Shader is not set correctly when using Custom Render Pipeline Asset
How to reproduce:
1. Open users attached project
2. Navigate to Assets > __Dev > Matt > Environment > test_asset_master > Models
3. Expand the TextureTest.fbx asset and select temp_asset_03 (material)
4. Observe selected Shader
Expected result: Shader is set to Vonnegut/Lit
Actual result: Shader is set to Standard
Reproducible with: 2019.4.36f1, 2020.3.32f1, 2021.2.16f1, 2022.1.0b13, 2022.2.0a9
Note: Shader should be set to Vonnegut/Lit because the project uses Custom Render Pipeline Asset that has Default Shader set to Vonnegut/Lit
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
URP and HDRP are changing their shader because they have custom implementation of AssetPostprocessor.OnPreprocessMaterialDescription that tests for the active render pipeline and change the shader to their default, along with the required properties on each material.
When using a custom render pipeline, we're expecting this pipeline to do the same and implement its own postprocessor to set the correct shader and properties on each created material during a model import.
Resolution Note (2022.2.X):
URP and HDRP are changing their shader because they have custom implementation of AssetPostprocessor.OnPreprocessMaterialDescription that tests for the active render pipeline and change the shader to their default, along with the required properties on each material.
When using a custom render pipeline, we're expecting this pipeline to do the same and implement its own postprocessor to set the correct shader and properties on each created material during a model import.