Unity HDPR shader graph subsurface material always black

When using the shared graph on a HDPR lit everything works fine but when I change material type to subsurface scattering the resulting shader is always black no matter the inputs. The none shader graph subsurface scattering material works for me but I need to do something in graph. Is this a bug or am I doing something wrong?

Unity: 2019.2.9f1
HDPR : 6.9.0

Could anyone please confirm if this happens for everyone or just to me? Because if it happens for everyone I could report a bug so this can get fixed. Thanks! :slight_smile:

Hello! There were many bug fixes in ShaderGraph 7.1.2, which is available in 2019.3 stream. If you can still reproduce the issue with the latest versions, it’s likely a bug, and it would be best if you could submit a bug with a repro project for further investigation. Also, please post the case ID here.

Sadly happening also happening in 2019.3. I submitted the bug.

Case it is: 1191771

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The case has been converted to a bug - you can see more information about it here: Unity Issue Tracker - [ShaderGraph] Setting Master Node's Material type to Subsurface Scattering makes the Preview node become completely black

A possible workaround is to save the shader and then reset the material type to Subsurface Scattering.

@Dotaku The issue is now fixed on ShaderGraph Package version 7.1.6.

how do you get version 7.1.6 …? I just updated to 6.9.2…im in 2019.2.8f1

I’m now in the latest unity official release, and I cannot find package version 7.1.6, still.

Oh weird, it started working when I explosed the shader’s properties in the inspector… ok, i guess that solves that. Writing it here in case someone else has that issue… now to figure out why it’s tinted green…