Good morning
I think i have found a unity bug with Shadergraph and 2D Sprites alpha.
In 2020 it worked correctly. In URP 2021.2.x and 2021.3.2 the alphas are not working correctly and show different colors on the front and backface of a sprite (when used in a Canvas - bug shows only in game view). Sometimes its Black and Blue, sometimes orange and brown. The color varies every unity restart
Having the same issue. For me the colour seems to be the first colour that would have been picked if the alpha area was non-transparent.
I’m using unity 2021.3.1f1, shader graph 12.1.6
Same issue here in LTS 2021.3.20, shader graph 12.1.10. Is there any workaround other than downgrading to 2020? Would hand-coding the shader instead work?
I’m seeing the same issue. Image looks fine in inspector but not in game view. Is there a solution? I have gotten a really dark brown and after restarting am not getting red. Is there a work around?
That is an interesting hack, thanks! But it doesn’t really work for me, as it uses alpha clip rather than alpha blending (unless I missed something).
Obviously alpha clip is fine for the bomb images you posted above, but not for ours.
ShaderGraph with above technique on right:
I wouldn’t rely on it for production as it seems to be a bug that Unity is looking into, since this shouldn’t happen when switching the material modes.
The thread is also interesting though in that they might actually add official support for the Canvas in ShaderGraph (one day)!