2019.3.0b4 UIElements rendering messed up (looking like film negative)

My custom built node graph using UIElements looks really strange after upgrading to 2019.3.0b4.

Before (2019.3.0b3):

Same graph after upgrading to b4, no code or asset changes:

There are no errors in the console.
Any idea what might be responsible for this?

The second image didn’t load properly, I think. Here it is:

We have not seen this particular issue, but we have a few fixes in flight that might fix this in the next beta. This thread has more details: Bug with shader graph

In any case, it would be really helpful if you could file a bug report (Help > Report a Bug…). This would give us more details about your platform and specific project settings. Thank you!

@mcoted3d Thanks I just did that. In the meantime the problem persists for me on 2019.3.0b5.

Playing around with it a bit more, though, it appears that the background-color property is actually affecting the foreground colors too when I change its alpha.

Take a look at the gif below and observe how the label text “Switch” changes color from white to black (and other colors in between) depending on the alpha of the containing VisualElement’s background-color. Interestingly, the flat white color in the image is not specified anywhere in the USS at all, and appears to be a result of additive blending or something like that.

5021267--491816--upload_2019-10-1_14-14-6.gif

OK problem solved.

That washed out white look? It’s because Unity does not appear to be clamping opacity to (0.0, 1.0) range. If you somehow have an opacity value over 1 (as I had done at one point to workaround another issue), it does that number on your UI that you can see in the gifs.

@mcoted3d Is the current behaviour of opacity by design? The docs seem to suggest otherwise: Unity - Scripting API: UIElements.IResolvedStyle.opacity

This behaviour doesn’t seem correct to me either. Thanks for filing a bug!