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    (Closed) Modified Standard Shader doesn't work on new material
     
     
     
    5
    Modified Standard Shader doesn't work on new material.

    1. What happened

    I have a problem with a Standard Shader I modified to fit a certain use case. When using the material it was tested on, everything works fine, but as soon as I try to use it with a new material it just... doesn't work as it supposed to - it seemingly reverts back to it's original state, although my code changes are still there. I'm seriously confused as to what is actually going on. I tried on different objects and a completely fresh project - the same behavior.
    HOWEVER duplicating the material works - the duplicate inharits all functionality of the modified shader.

    2. How we can reproduce it using the example you attached

    Expected result in hypothetical working scenario: a newly created material would look and work the same as the material with the modified shader after assigning the modified shader to it.

    Step 1 (creating a new material):
    a) create the new material (I've called it "FreshMaterial"),
    b) assign the new material to the object,
    c) assign the shader- choose the modified shader (EDSS/Specular LERP) from the shader menu,
    d) add the same tectures that are assign to the original material (called "BAKE_MATERIAL"),
    e) observe the lack of expected result.

    Step 2 (duplicate the material):
    a) find the material called "BAKE_MATERIAL",
    b) duplicate it (ctrl+d),
    c) assign the duplicated material to the object,
    d) observe the presence of the expected result.


    License type: Free
     
       
      To follow up on this case, send email to bugs@unity3d.com mentioning 'Case 1028194' in the subject.
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