When using Substrate materials with the Blendable GBuffer, the Unlit editor view mode just renders black.
Adding this to line 1895 of BasePassPixelShader.usf fixes the issue:
#if USE_DEVELOPMENT_SHADERS
TopLayerData.UnlitViewBaseColor = Export.BaseColor;
#endif
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Hi Mark,
Good catch on that! I confirmed that the unlit view mode is broken when using Substrate materials with a blendable GBuffer. I created a Jira ticket to track the integration of your proposed fix: https://issues.unrealengine.com/issue/UE\-370472\. Feel free to let me know if you have any more questions.
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