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Fixed
Fixed in 6000.0.19f1
Votes
1
Found in
6000.0.13f1
Issue ID
UUM-77050
Regression
Yes
ShaderGraph sprite is replaced by a blue box when using ShaderGraph Material
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Scenes/2D Shader Studies.unity” Scene
3. Enter the Play Mode
4. Exit the Play Mode
5. Observe the view
Expected result: ShaderGraph sprite stays the same
Actual result: ShaderGraph sprite is replaced by a blue box
Reproducible with: 2023.1.0a11, 6000.0.13f1
Not reproducible with: 2022.3.40f1, 2023.1.0a10
Couldn't test with: 2021.3.40f1 (there is no ShaderGraph material)
Reproducible on: Windows 11
Not reproducible on: No other environment tested
Note: Sprite shows up again when reimporting the ShaderGraph material or opening ShaderGraph and saving it
-
jaydee_programming
Nov 07, 2024 08:06
"You can simply a Vector4 MainTex_TexelSize to the ShaderGraph which also automatically populates the required value and fix the issue."
Not legible. Please re-write with clear instructions.
As the original reporter stated, this is not an issue in 2022 LTS. The person who marked this fixed is mistaken.
-
TheSankar
Aug 22, 2024 19:50
While I may be biased (it's my bug report, after all), I think this question needs to be looked a little deeper.
In 2022 LTS you can freely use SRP-Batcher with the _TexelSize property.
Things Broke down somewhere around this fix: https://issuetracker.unity3d.com/issues/the-maintex-texelsize-property-is-not-being-set-when-compiling-a-shader
I personally think the focus should be in re-enabling support for _TexelSize in SRP-Batcher materials/shader, and not simply removing SRP-Batcher compatibility with these materials.
As in 2020, _TexelSize making a material SRP-Batcher incompatible was seem as a bug:
https://issuetracker.unity3d.com/issues/shadergraph-shader-loses-srp-batcher-compatibility-if-texel-size-node-is-used
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Resolution Note:
By design, 2D SRP-Batcher does not support access of TexelSize property in Shader. The Custom Node in the project does that and uses SRP-Batcher to render the Sprite. To fix, either please disable SRP-Batcher for that shader or add a custom node to set TexelSize within graph.
You can simply a Vector4 MainTex_TexelSize to the ShaderGraph which also automatically populates the required value and fix the issue.
Resolution Note (fix version 6000.0.19f1):
Fix case where ShaderGraph sprite is replaced by a blue box when using ShaderGraph Material
Fix will be available on Unity 6000.0.19f1 and above