ID 513326 - Shaders Palette can break causing multiple system Shaders being created

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Problem summary
Shaders Palette can break causing multiple system Shaders being created
 
Customer reported version
Mari 5.0v3
 
Customer reported platform
Windows 10
 
Steps to reproduce
1) Open an Example Project
 
2) In the Shaders palette, select the Principled BRDF Shader
 
3) Click the button to remove the Shader
 
4) In the dialog, click 'Disconnect', 'Convert', or 'Cancel'
 
5) Switch to the 'Eyeballs' Object - notice that duplicate system Shaders are listed in the Shaders palette
 
6) Import more Objects into the project - notice that for each Object imported, additional system Shaders are generated
 
OR
 
1) Open an Example Project
 
2) In the Node Graph, create a Principled BRDF (Shader Network) node
 
3) Connect a Channel (e.g. 'Diffuse_Head_Geo') to the newly created Principled BRDF node, while also leaving it connected to the original Principled BRDF node
 
4) Switch to the 'Eyeballs' Object - notice that duplicate system Shaders are listed in the Shaders palette
 
5) Import more Objects into the project - notice that for each Object imported, additional system Shaders are generated
 
Expected behaviour
Only one set of system Shaders should be in the Shaders palette
 
Actual behaviour
Switching to previously unselected Objects causes additional system Shaders to be listed in the Shaders palette:
 

 
 
Workaround
Unknown.
 
Reproduced by support
This bug has been reproduced in:
Mari 5.0v3 - Windows 10 - CentOS 7.9
Mari 4.8v3 - Windows 10 - regression
 
Unable to reproduce bug in:
Mari 4.8v2 - Windows 10 - CentOS 7.9
 
Earliest version tested
Mari 4.8v2 - This issue doesn't appear in this version and has regressed
 

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