As a side project, I am working on a recreation of a very old BSP geometry based game. I have written a few custom vertex/fragment shaders which interpolate between lightmaps, use texture arrays and a bunch of other fancy things to render the world. The one downside is that with the old renderer, each light that reached an object was rendered in a different pass. The Lightweight Render Pipeline apparently changes this and renders it in one pass.
Obviously, I will only switch the this render pipeline if I am able to convert my shaders - they are vertex/fragment shaders not surface shaders (I hate how inflexible they are). It doesn’t look like there is an automatic way to do this - the automatic converter only fixes a handful of shaders from Unity.
So here are the questions:
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Can I create a shader graph for a very simple diffuse shader and get the output in a vertex/fragment shader?
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Is there a way to get the vertex/fragment source for the Standard (Simple Lighting) shader in the LRP?
Essentially I need to get a basic diffuse lit shader in the vertex/fragment form so I can read my custom logic.
Thank you for your time!