Search Issue Tracker
Fixed in 10.1.0
Votes
0
Found in [Package]
10.1.0
Issue ID
1283782
Regression
Yes
[Shadergraph] Unassigned texture2D always appears as if mode is set to white in node preview and master preview
Happens on master (481375fefe)
Doesn't happen on 9.x.x/release (2ddf9def91)
Repro steps:
1. Create a new shadergraph
2. Create a new Texture2D property
3. Set the Texture2D property to "none" and color to "black", "grey", or "bump"
4. Drag the texture2d out into a sample texture 2D node and drag that to the graph's "color" output
Expected result: the node preview and master preview are the correct color
Actual result: the node preview and master preview colors are white
Note: the color appears correct in the resulting material
Note 2: unlike previous similar bugs, closing and reopening the shadergraph doesn't fix this bug
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Add comment