Custom Render Texture Shader Graph

Sorry, meant to respond earlier and forgot. I haven’t found another solution.

“Unnamed pass 0” should appear in the unlit shadergraph - BUT only with LWRP/URP unlit master.
So at present, I am using a CRT using a URP/LWRP unlit master node based shadergraph, which then can be used as input to a HDRP shadergraph/default shaders.

(I am assuming you are using HDRP unlit - since you don’t have the unnamed pass).

*Note that if you are using the 2020b, then try the ForwardOnly pass on the unlit master (LWRP/URP, not HDRP).
Also note below images are for the 2020beta. You don’t need to upgrade to the beta, it works with any 2019 version -not sure about the early 2018 versions, because I don’t remember if I used this workaround back then.



(again, if this is an older version, you would be using the unnamed pass above, and the material would be pink - if you are on HDRP)

What version are you using (Unity, HDRP/LWRP)?