Search Issue Tracker
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
Comments (3)
-
Wavefold
Jan 31, 2026 23:18
This is not fixed in Unity version 6000.0.60f1
-
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
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
- Uninitialized variable warning appears in the Inspector of a custom shader when the variable is initialized
- "Failed creating toolbar element from ID..." error is thrown when resetting the Scene view Overlay layout while an Asset Transformer Toolbox overlay is active
- Entity ID for Font Assets is serialized twice which throws an error when using Debug Inspector
- Play Mode can be entered when disabling Adaptive Performance and pressing either the Play Mode button or the keyboard shortcut to enter Play Mode before recompilation leading to errors and warnings thrown
- Parent ListView element also becomes selected when inner ListView element is selected
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):
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