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Question by Xentarok · Jan 20 at 06:48 PM · shadersscene-loading

LoadAdditive and SetActiveScene break shader

Hi everyone, here's a problem that makes me want to commit eat gun, maybe someone can help:

In my project I have an initialization scene that first loads some services and then loads the main "content" scene like this:

 SceneManager.LoadSceneAsync(firstSceneToLoadIndex, LoadSceneMode.Additive).completed += operation =>
             {
                 SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(firstSceneToLoadIndex));
             };

However, I stumbled upon a major problem: a water shader that I use partially breaks when I do that. It starts malfunctioning both in scene and game view, but is normal if I start the game from the "content" scene or if I exit play mode in it.

Here's a comparison, left is the malfunctioning one: alt text

And here is the shader graph (I hope it's visible enough), I use URP and I'm on Unity 2020.3.26f1: alt text

If anyone encountered this before or knows a fix I'd greatly appreciate it, cheers!

graph.jpg (59.6 kB)
comp.jpg (266.4 kB)
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