Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.4
2019.4.11f1
2020.2
Issue ID
1280717
Regression
Yes
Shader variants in the ShaderVariantCollection contain keywords from unrelated shaders
Reproduction steps:
1. Create a URP or HDRP project
2. Create a Cube GameObject
3. Clear Shader Cache (Edit -> Project Settings... -> Graphics -> Clear)
4. Save a Shader Variant Collection ("Save to asset..." button)
5. Select the saved Shader Variant Collection in the Assets folder
6. Observe the BILLBOARD keywords in URP/Lit or HDRP/Lit
Expected results: Shaders contain only the keywords that belong to them
Actual results: Shaders contain keywords that don't belong to them
Reproducible with: 2019.4.12f1, 2020.1.9f1, 2020.2.0b7
Not reproducible with: 2018.4.28f1
Notes:
- A lot of other shaders also seem to contain BILLBOARD keywords
- Used HDRP Lit and URP Lit shaders to test the issue
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
- [Windows] Lens Flare doesn't work in the Lens Flare Showroom URP Sample Scene
- Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
- The validity of the multiple handles can behave differently based on the load/release operations order, when multiple Addressables.LoadAssetAsync and Addressables.Release are used to load and release the same Addressable Asset
- OnPointerExit and OnPointerEnter is mistakenly called when an overlapping child Image is destroyed
- Dynamic text is rendered in the background when it is inside the <font> tag
Resolution Note (2021.1.X):
The only effect this has is the size of a shader variant collection asset.
We are going to fix this later together with some other keyword-related issues.