If at a moment you have a pre release or beta, and need help to test this particular problem, I can make some tests ;)
I have also a strange problem when I modify the material params in the Animation Editor, I get values that became blocked at a value by the Animation. I think there is corrupt Animation compiled files, because the assets were good. But I cant find exactly the incorrect file. I delete the shader param modification in the animation and add it again and it's good. Strange
Moreover, at a moment it was ok on my PC and not on Android, it's the reason I think it's a compiled file the problem. So difficult to know if the problem is the shader, material or animation
In the Animation, the Fade param of the material still changes to 0 alone, after I make somes modifications in the animation and the material. I dont know when it happens, but I get it 9 times on 10 and I never change the Fade param for my animation
I will make a new post if I can reproduce it more precisely
I have installed the last version, and this bug still exists for the HdrControlValue
You forget this file :(
I have written that in my old post in August
I will correct it... again... and my new shaders... again...
Ok thanks. To reproduce on my end I simply publish my files to Unity Collaborate, then I double click a shadero project. When I drag my shader asset onto the build shader I get the corrupted display and the spammed output saying that I am pushing more GUIClips than I am popping. I am on v1.9.
I use Texture Atlas to regroup my sprites on one texture, but it's not a animation spreed sheet, I don't have sprites animations. Texture Atlas is generated differently each time I add a new sprite, to optimise and minimize texture size, and so the memory usage at runtime, and to use draw batches.
Animation spreed sheet have the particularity to be "sorted" by frame order. Not a "classic" Atlas Storage
I have only one big optimized texture 2048*2048 with my sprites disordered
After some searches, it is possible to filter the pixels in the shaders, by passing sprites coordinates by code, but the shaders code should be changed to receive coordinates. Not convenient
So I choose to create a texture copy by code for a sprite rect when shader is needed, add it in a cache for reuse. It adds a little more memory of course, but it works well with a generated atlas
I will add a request for evolution to Unity