Custom Lighting and Conversion to Shader Graph

This is something we’re actively working on. We expect it to take the form of a set of shader globals that you will be able to use directly in your shader graphs if you want to compute the lighting yourself (similar to unity_LightColor, unity_LightPosition, etc.), but we will also provide one or more custom shader graph nodes that replicate parts of the Unity lighting model in MaterialX. At the moment, though, the only lighting available is the environment-based lighting from RealityKit.

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