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Fixed in 2020.1.X

Fixed in 2018.4.X, 2019.2.X, 2019.3.X

Votes

0

Found in

2017.4.0f1

2018.3.0a1

2018.4.0f1

2019.1.0a1

2019.2.0a1

2019.2.0f1

2019.3.0a1

Issue ID

1174789

Regression

No

Unable to override ColorMask in a Surface Shader with an Alpha Pragma directive

Shaders

-

Customer been trying to render objects with Surface Shaders (using the legacy Rendering Pipeline) that use Alpha Transparency onto a Render target and found that the alpha value of those Shaders does not get written to the Render Texture because the ColorMask render state is forced to RGB.

To reproduce:

1. Download attached "SurfaceShaderColorMaskIssue.zip" project and open in Unity
2. Open "SampleScene" scene
3. Select the "Transparent Surface Shader" in Project window
4. In Inspector, click on "Show generated Code"
5. See at the Generated Code

Expected result: The generated code should not override the ColorMask value
Actual result: The line "ZWrite Off ColorMask RGB" is added, overriding the "ColorMask RGBA"

Notes:
- This issue reproduces on both Windows and macOS
- This old case seems related to a Case 425429 and Case 618826

Reproduced on Unity 2017.4.0f1, 2017.4.31f1, 2018.3.14f1, 2018.4.5f1, 2019.1.14f1, 2019.2.1f1 and 2019.3.0a11

Comments (1)

  1. 846ce2e2699fb51f5d397eee0465d566?d=mm

    sebj

    Mar 22, 2021 15:26

    This has not been fixed.

    Steps to re-produce (in 2020.1.17 & 2020.2.3 at least)

    1. Create a new project with 2020.1.17
    2. Create -> Shader -> Standard Surface Shader
    3. Add alpha:fade to line 17
    4. Save
    5. Select Shader and click Show generated code
    6. See the ColorMask RGB remains on line 18

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