Search Issue Tracker
Fixed
Votes
1
Found in
5.4.0b20
Issue ID
803067
Regression
No
Batching appears to break vertex coloring
How to reproduce:
1. Open Repro project (please download from comment)
2. In the scene, there are 2 trees, each of them are using 2 separate shaders.
The only difference in the 2 shaders is the line "DisableBatching" = "True"
Actual Result:
Left tree's shader has the line "DisableBatching" = "True". It gives correct result which is green with brown trunks
Right tree's shader doesn't have this line. It gives dark grey
Expected Result:
Both trees should look the same, i.e. green with brown trunks
Note:
Please see repro.gif in comment: there are 5 ways to make the right tree look the same as left.
Reproducible: 2017.1.0b8, 5.6.2f1, 5.4.0b21, 5.3.5f1, 5.2.4f1.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on "StoredGraphicsBuffer::GetGfxBufferID" when activating VFX via extention of Activation Track in Timeline window
- [Linux] Stack trace file path and line number information is missing when IL2CPP Stacktrace Information is set to "Method Name, File Name, and Line Number"
- Warnings due to obsolete Object.FindObjectsByType<T> usage and [SerializeReference] are logged when opening the Netcode for Entities setup scene
- Non-standard pointers cannot change Inspector values with arrow controls when crossing Inspector area
- No longer able to change the Toggle or Slider GameObjects' Target Graphic value and a NullReferenceException is thrown when the Target Graphic value is set to None at any point
Add comment