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Fixed in 6000.1.0b7
Fixed in 6000.0.X, 6000.1.X, 6000.2.X
Votes
1
Found in
2021.3.40f1
2022.3.38f1
6000.0.11f1
Issue ID
UUM-75937
Regression
No
Sprite Custom Lit Material does not behave as intended when Custom Interpolator is used
How to reproduce:
1. Create an empty project using the "Universal 2D" template
2. In the Assets folder, create a "Sprite Custom Lit Shader Graph" (Right click context menu > Create > Shader Graph > URP > Sprite Custom Lit Shader Graph)
3. Open the "New Shader Graph" That has been created
4. In the Shader Graph window, add a new "Custom Interpolator" Block Node to the "Vertex" Block
5. Create a new "Color" Node, taking care to set the color to anything other than the default color.
6. Connect the "Color" Node to the "CustomInterpolator" Block Node of the "Vertex" Block
7. Create a new separate "CustomInterpolator" Node
8. Connect the created "CustomInterpolator" Node to "Base Color" of the "Fragment" Block
9. Observe the Main Preview inside the Shader Graph window (feature might need to be re-enabled on the top right corner of the Shader Graph window)
10. In the Graph Inspector menu, select the "Graph Settings" tab and change the "Material" to "Sprite Unlit"
11. Observe the Main Preview window
Expected result: Shader’s “Sprite Custom Lit” Material mode makes the Sprite change color to the desired one.
Actual result: Sprite remains black until switched to the “Custom Unlit” or "Sprite Unlit" Material mode.
Reproducible in: 2021.3.47f1, 2022.3.56f1, 6000.0.34f1, 6000.1.0b2
Reproducible on: Windows 10, Windows 11
Not Reproducible on: No other environments tested
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Resolution Note (fix version 6000.1.0b7):
It appears since this bug was filed the issue has been resolved indirectly.
Resolution Note (fix version 6000.0):
It appears since this bug was filed the issue has been resolved indirectly.