Hi,
I noticed that there is no easy way to expose the UV channel (UV1 to UV4) from property to the inspector so you can change it without having to modify the shader.
Hi,
I noticed that there is no easy way to expose the UV channel (UV1 to UV4) from property to the inspector so you can change it without having to modify the shader.
We can take a look at exposing this, but no promised timeline on implementation. c:
It would be nice if we could have everything in hands to (at least) replicate the standard Lit shader provided by Unity with the Shader Graph.
It would even be nicer if these standard shaders were actually shader graphs so we could tweak them out of the box instead of having to recreate them blindfolded and with limitations such as unexeposable parameters.
One definite use case is putting custom oculusion maps that don’t share UV0 layout on art assets.
Would be a welcome feature
@alexandral_unity Was there any update to this? I need a way to change between UV channels at runtime, and exposing the channel as an option that can be selected in the Inspector would be the easiest way.
Can be implemented now using a Keyword Enum.
Can you give an example? I tried messing with it this morning, but there’s no way to feed anything into the UV channel select input.
You need to have multiple UV nodes set to different UV sets and use Keyword nodes to select between their outputs.
I’m still not clear on how the enum node is meant to be used, but I managed to get what I needed through a lerp between the two channels instead. I don’t need more than two channels.
That works, though you might be better off using a Boolean property and a Branch node.
The Keyword Enum based approach looks like this:
Thanks, works like a charm
Thanks a lot .This is exactly what I want .
But I have a new problem now .
I try to expose the options for UV channel and RGBA channel forDiffuse ,Normal and Metallic using the same method .
It shows I passed the keyword limit and I have already set to 1024 .
Any solution ? Thanks
Thank for your share