Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.3.3p3
Issue ID
778193
Regression
No
[Shape] Using mesh colors with a mesh renderer emitter throws an error if the mesh's shader doesn't have a _Color property
Using mesh renderers for emitters with shaders which do not have the _Color property (i.e. Particles/Alpha Blended) throws an error in the console.
Repro steps:
1. Open ParticleBug scene from attached project.
2. Select Particle System in Hierarchy and under the Shape module enable "Use Mesh Colors".
3. Observe error in Console.
Expected outcome: Use mesh colors to account for all _Color values provided in Unity's build-in shaders (i.e. _Color, _TintColor, etc.)
Notes:
- not a regression; new-ish feature, happens in 5.3.2f1
- while not all names used for color can be accounted for, perhaps covering just the ones used in Unity's build-in shaders would suffice.
- workaround is to simply name one's color property in the shader used "_Color".
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
- Files in the target folder are deleted without a proper warning when building an iOS project
- Character animation freezes when toggling animator on/off in a coroutine
Add comment